Difference between revisions of "MoveTo - ObjectReference"
→Notes
imported>Goggle m (→Notes: Note about a bug with this function.) |
imported>Kalevala (→Notes) |
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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] | ||