Difference between revisions of "SetScale - ObjectReference"

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imported>DavidJCobb
(→‎Notes: The CK can rescale collision, but scripts can't. Seems odd to me, but whatevs.)
imported>Thynar
Line 24: Line 24:


== Notes ==
== Notes ==
* Using SetScale() doesn't change an object reference's collision information. Collision will continue to occur with the reference as if it were its original size.
* Using SetScale() doesn't change an object reference's collision information. A known exception is for unloaded actors. Collision will continue to occur with the reference as if it were its original size.
** This is in contrast to the Creation Kit's Scale option, which does rescale a preplaced reference's collision mesh.
** This is in contrast to the Creation Kit's Scale option, which does rescale a preplaced reference's collision mesh.
* Calling this function repeatedly over a short span of time may cause a crash to desktop.
* Calling this function repeatedly over a short span of time may cause a crash to desktop.

Revision as of 19:43, 8 June 2021

Member of: ObjectReference Script

Sets the object's current scale.

Syntax

Function SetScale(float afScale) native

Parameters

  • afScale: The overall scale of the object

Return Value

None.

Examples

; Set the statue to be twice as big as the original art size
StatueProperty.SetScale(2.0)

Notes

  • Using SetScale() doesn't change an object reference's collision information. A known exception is for unloaded actors. Collision will continue to occur with the reference as if it were its original size.
    • This is in contrast to the Creation Kit's Scale option, which does rescale a preplaced reference's collision mesh.
  • Calling this function repeatedly over a short span of time may cause a crash to desktop.

See Also