MoveTo - ObjectReference

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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]

  1. Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically.
  2. 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.
  3. 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.
  1. 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[edit | edit source]