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 |
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== 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.