Rotate Entire Area
From The Elder Scrolls Construction Set Wiki
OK, my problem is this: I'm trying to rotate an entire area to face a different direction, but I don't know how to do it. I tried calling SetAngle on the area's NorthMarker, but the results were best described as interesting. Does anyone know how I can do this thing I want to do? --riceplant 6:50, 13 June 2006 (BST)
Is this a particular cell? If you need to rotate any object, write a script for it that rotates the object under certain conditions. I doubt you could rotate an entire cell without months of figuring out where exactly to place all the objects inside, but you could just rotate the player to make it look like the area is rotating. If you need this for an effect like a rotating bridge, the only choice is to rotate the objects themselves, as far as i know.--Omzy 03:16, 13 June 2006 (EDT)
No, you misunderstand me, I simply mean changing the direction of North for the area, like the NorthMarker object does, but during the game. I've made a ship the player can buy and use to travel between ports, like in MW. The problem is, I need to change the orientation of the interior, and while repositioning every object is a relatively simple piece of vector maths in theory, it is hardly a solution I would choose over the use of a NorthMarker. When I try the northmarker, what happens is that the map image rotates successfully, but the icons for doors and the player's position remain as they were, only changing when I save and load the game. I think I need a function to recalculate the area somehow, clear the cache or whatever, but I have only just started scripting and don't know which function to use, or what to call it on. --riceplant 10:03, 13 June 2006 (BST)
You could try ResetInterior, but you will need to do this before entering the cell. It might work to place this command after your rotation in an OnLoad block, but that might be too late.--Omzy 11:36, 13 June 2006 (EDT)
Removed my comment, I misunderstood the question.--B.E.I.
I suggest reading GhanBuriGhan's "Morrowind Scripting for Dummuies" if you haven't already. I like your idea, I'm very interested in some kind of naval navigation system involving compass and sextant to find a destination at sea. Did you know that the Tamriel sky rotates around a fixed North Star, just like the real sky, and so the stars, moons or constellations could be used as navigational guides. --WaerLoga 21 August 2006 (EDT)
- What I love about scripting is the fact that when you get down to it all there is to it is lateral thinking, a bit outside the box. Might I suggest that instead of changing which direction north is, you only appear to change it. Let me explain, this can be accomplished by creating multiple cells that are indistinguishable from each other. So when you want to "change" which way north is, you simply move the player to the appropriate identical cell. If understand correctly a load screen for the pseudo cell wouldnt be inappropriate if you are using this for a fast travel mechanism as the player would expect to see a load screen when a change of location occurs. Alternatively you could make it so that the transportation only occurs after the player has used a bed etc, that way the loading could be disguised. My next and final suggestion is a little outside of my firsthand knowledge but could offer a solution none the less. Have all your identical rooms inside the one cell, naturally they would all be as far apart as possible. Using a subspace around each self-contained cell could work as it might allow for multiple northmarkers. Having said that I have another idea. Multiple north markers that are all initially disabled save for the one that you want. Depending on where you are travelling to the appropriate north markers are enabled/disabled by a script. Hope all that was helpful, if you don't understand any part of my answer feel free to contact me. --Antares 02:59, 25 August 2008 (EDT)

