Difference between revisions of "SetPosition - ObjectReference"

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imported>Perdev
imported>DavidJCobb
(→‎Notes: setmotiontype problem)
 
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== Notes==
== Notes==
* SetPosition() should be avoided for placing other actors in sight of the player, as they will suddenly appear in an unrealistic way. Instead, consider placing them nearby but out of sight, and making them approach the player themselves, using [[PathToReference_-_Actor|PathToReference]] or [[ForceGreet (Procedure)|ForceGreet]].
* SetPosition() should be avoided for placing other actors in sight of the player, as they will suddenly appear in an unrealistic way. Instead, consider placing them nearby but out of sight, and making them approach the player themselves, using [[PathToReference_-_Actor|PathToReference]] or [[ForceGreet (Procedure)|ForceGreet]].
* All movement functions can cause [[SetMotionType - ObjectReference#Bugs|major issues]] when used on a reference that has had a [[SetMotionType - ObjectReference|motion type override]] applied.


== See Also ==
== See Also ==
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*[[GetPositionY - ObjectReference]]
*[[GetPositionY - ObjectReference]]
*[[GetPositionZ - ObjectReference]]
*[[GetPositionZ - ObjectReference]]
*[[PlaceAtMe - ObjectReference]]
*[[MoveTo - ObjectReference]]
*[[MoveTo - ObjectReference]]
*[[MoveToInteractionLocation - ObjectReference]]
*[[MoveToInteractionLocation - ObjectReference]]

Latest revision as of 21:04, 13 February 2016

Member of: ObjectReference Script

Sets the object's current position in the world.

Syntax[edit | edit source]

Function SetPosition(float afX, float afY, float afZ) native

Parameters[edit | edit source]

  • afX: Position along the X axis.
  • afY: Position along the Y axis.
  • afZ: Position along the Z axis.

Return Value[edit | edit source]

None.

Examples[edit | edit source]

; Set the statue to be at the center of the world
StatueProperty.SetPosition(0.0, 0.0, 0.0)

Notes[edit | edit source]

  • SetPosition() should be avoided for placing other actors in sight of the player, as they will suddenly appear in an unrealistic way. Instead, consider placing them nearby but out of sight, and making them approach the player themselves, using PathToReference or ForceGreet.

See Also[edit | edit source]