Difference between revisions of "MoveTo - ObjectReference"
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imported>Goggle m (→Notes: Note about a bug with this function.) |
imported>Scrivener07 (→Notes: Use SetAngle for angle correction.) |
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#Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically. | #Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically. | ||
#If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen. | #If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen. | ||
#Using MoveTo, or any of the other Move function, on a Static can cause flickering on the model edges and blurring of the texture. To combat this, immediately call a disable() then enable() on the model to force it to reload in the new position. | |||
* This can cause the pip-boy model to display incorrectly when MoveTo is called on the player.[https://community.bethesda.net/message/242050#242050 Source] | * This can cause the pip-boy model to display incorrectly when MoveTo is called on the player.[https://community.bethesda.net/message/242050#242050 Source] | ||
* Moving the player to a furniture object, such as a terminal, will cause the player to enter it(use it) when the move is complete. | |||
# If an object has weird angles(tilted) upon being moved by this function, this can be corrected by calling [[ SetAngle - ObjectReference]] and passing 0.0 into all the parameters. | |||
== See Also == | == See Also == | ||
*[[ObjectReference Script]] | *[[ObjectReference Script]] | ||
*[[MoveToMyEditorLocation - ObjectReference]] | *[[MoveToMyEditorLocation - ObjectReference]] |
Latest revision as of 09:56, 20 February 2021
Member of: ObjectReference Script
Moves this reference to the location of the target reference, with the specified offset.
Syntax[edit | edit source]
Function MoveTo(ObjectReference akTarget, float afXOffset = 0.0,
float afYOffset = 0.0, float afZOffset = 0.0, bool abMatchRotation = true) native
Parameters[edit | edit source]
- akTarget: The target reference to move this one to.
- Note: This can accept non-persistent references in containers. In which case the object is moved to the container's location (and not into the container).
- afXOffset: How much to offset the move in the X direction.
- Default: 0.0
- afYOffset: How much to offset the move in the Y direction.
- Default: 0.0
- afZOffset: How much to offset the move in the Z direction.
- Default: 0.0
- abMatchRotation: Whether the moved object should match the rotation of the target object or not
- Default: True
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Move Bob to his house, designated by a marker
Bob.MoveTo(BobsHouseMarker)
; Move Bob to his house, but don't match the rotation of the marker
Bob.MoveTo(BobsHouseMarker, abMatchRotation = false)
Notes[edit | edit source]
- Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically.
- If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen.
- Using MoveTo, or any of the other Move function, on a Static can cause flickering on the model edges and blurring of the texture. To combat this, immediately call a disable() then enable() on the model to force it to reload in the new position.
- This can cause the pip-boy model to display incorrectly when MoveTo is called on the player.Source
- Moving the player to a furniture object, such as a terminal, will cause the player to enter it(use it) when the move is complete.
- If an object has weird angles(tilted) upon being moved by this function, this can be corrected by calling SetAngle - ObjectReference and passing 0.0 into all the parameters.