Example: a ladder that will allow people to climb higher using a ladder, BUT NOT REALLY.
1: place your ladder ingame.
2: Find one of the activators I made, using "atm*activ"
3: Duplicate one of those activators
4: Rename it "S_Atmora_<yourPurpose>Actvator
5: Edit the activator, by changing the interaction strings (2 textboxes which contain the text that is displayed to the player when he points to it at close range)
6: Remove any scripts that are attached to the newly created activator.
7: place 2 xmarkerheading objects: one near the top of the ladder where the player is meant to teleport up to.
and one at the bottom when the player teleports down.
8: Select the bottom markerheading, press the 'T' in a box and find the newly created activator, it will now be placed over the markerheading.
Do the same for the other xmarkerheading
9: Move and resize (press 2) the activator so it will be available to the player on the correct place on the ladder (suggested at eye level to the player at the bottom and at the top of the ladder on the top)
10: edit both activators, set all rotations to 0.0001 on both, and on the primitive tab set "player activation" to checked.
At this point you should go ingame to see if the activators are present and show up with the correct text in the correct place.
11: Using the top post, make a new script, call it in this case "S_Atmora_TeleportLadder.psc" in the skyrim/data/scripts/source/southernatmora/ folder
12: Paste this inside:
What the script does is, when the activator is activated it will move/teleport the player to the destination
13: CTRL-B to compile, and a new file is created called S_Atmora_TeleportLadder.pex (don't worry about this)
14: Edit the activator object (not the placed ones, but the base object) and add this script in the scripts tab.
15: Edit the activator object (not the placed ones, but the base object) and set the PlayerRef property of the script to 'player (any)', so any time an activator like this one is placed that property will be filled with the player by default
16: edit the BOTTOM activator (the one placed in the render window), select "select from render window" to set the "destination" property, and click the TOP xmarkerheading
17: edit the TOP activator (the one placed in the render window), select "select from render window" to set the "destination" property, and click the BOTTOM xmarkerheading
Save, and that should be it.
zikul.tumblr.com/post/73865829885/creation-kit-tutorial-for-invisible