Difference between revisions of "MoveTo - ObjectReference"
→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]] |