Difference between revisions of "MoveTo - ObjectReference"

716 bytes added ,  10:56, 20 February 2021
→‎Notes: Use SetAngle for angle correction.
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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]
* 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]]
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