Difference between revisions of "PushActorAway - ObjectReference"
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imported>Evernewjoy |
(→Notes: Add a note about weird behavior you can trigger combining PushActorAway with played idles such as kill moves.) |
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== Notes == | |||
* Use an XMarkerHeading object to control the exact direction in which the actor will be pushed. | |||
* The force argument can be negative to pull actors toward your ObjectReference. (Before you ask, yes, someone beat you to it and made a Katamari mod out of this.) | |||
* The push is applied via an explosion, and as such is affected by the fMagicExplosion* game settings. | |||
* Running PushActorAway on the target of an idle animation started with a function such as [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]] can cause unusual behavior. For example, after targeting an actor with a kill move, the actor may stand back up, wait a few moments, and then collapse again. | |||
* Running PushActorAway on newly spawned Actor can lead to a crash to desktop. To prevent this, check that the 3D is loaded on the Actor with [[Is3DLoaded - ObjectReference|MyActor.Is3DLoaded()]] before doing PushActorAway. | |||
<source lang="papyrus"> | |||
ObjectReference MyActor = XmarkerkRef.PlaceAtMe(MyActorBase) | |||
If (MyActor.Is3DLoaded()) | |||
XmarkerRef.PushActorAway(MyActor as Actor, 50.0) | |||
EndIf | |||
</source> | |||
== See Also == | == See Also == | ||
*[[ObjectReference Script]] | *[[ObjectReference Script]] |
Latest revision as of 18:29, 26 November 2023
Member of: ObjectReference Script
Knocks back the specified actor away from this object with the specified amount of force, as if an explosion had gone off.
Syntax[edit | edit source]
Function PushActorAway(Actor akActorToPush, float afKnockbackForce) native
Parameters[edit | edit source]
- akActorToPush: The actor to push away.
- afKnockbackForce: The amount of force to apply to the target actor.
Return Value[edit | edit source]
None.
Examples[edit | edit source]
ExplosionMarker.PushActorAway(Bill, 10.0)
Notes[edit | edit source]
- Use an XMarkerHeading object to control the exact direction in which the actor will be pushed.
- The force argument can be negative to pull actors toward your ObjectReference. (Before you ask, yes, someone beat you to it and made a Katamari mod out of this.)
- The push is applied via an explosion, and as such is affected by the fMagicExplosion* game settings.
- Running PushActorAway on the target of an idle animation started with a function such as PlayIdleWithTarget can cause unusual behavior. For example, after targeting an actor with a kill move, the actor may stand back up, wait a few moments, and then collapse again.
- Running PushActorAway on newly spawned Actor can lead to a crash to desktop. To prevent this, check that the 3D is loaded on the Actor with MyActor.Is3DLoaded() before doing PushActorAway.
ObjectReference MyActor = XmarkerkRef.PlaceAtMe(MyActorBase)
If (MyActor.Is3DLoaded())
XmarkerRef.PushActorAway(MyActor as Actor, 50.0)
EndIf