Difference between revisions of "MoveTo - ObjectReference"

156 bytes added ,  12:24, 14 August 2016
m
→‎Notes: Note about a bug with this function.
imported>Plplecuyer
 
imported>Goggle
m (→‎Notes: Note about a bug with this function.)
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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.
* 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]


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
*[[MoveToMyEditorLocation - ObjectReference]]
*[[MoveToMyEditorLocation - ObjectReference]]
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