Difference between revisions of "Reset - ObjectReference"

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*If the object being reset is not loaded, this optional parameter will do nothing, and the reset reference will be reset to its editor location.
*If the object being reset is not loaded, this optional parameter will do nothing, and the reset reference will be reset to its editor location.
*Actors don't assume correct position after reset, they appear under the navmesh/terrain in a strange angle, use with caution
*Actors don't assume correct position after reset, they appear under the navmesh/terrain in a strange angle, use with caution
*The above can be solved by calling MoveToMyEditorLocation() after calling Reset() on the actor. You may need to use a Utility.Wait() time of 0.1 seconds.[http://forums.bethsoft.com/topic/1502847-quick-questions-quick-answers-thread-41/page-2#entry23677269 Source]


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]

Latest revision as of 12:05, 27 June 2014

Member of: ObjectReference Script

Resets this object reference to its original location, resets its inventory, resurrects it if it's an actor, and in general tries to get it back to its original state. May optionally move it to the location of the specified reference instead.

Syntax[edit | edit source]

Function Reset(ObjectReference akTarget = None) native

Parameters[edit | edit source]

  • akTarget: The reference to optionally move the reset the object to.
    • Default: None

Return Value[edit | edit source]

None.

Examples[edit | edit source]

; Reset Joe to his original state
Joe.Reset()


; Reset Joe to his original state, but positioned at the specified marker
Joe.Reset(JoesMarker)

Notes[edit | edit source]

  • This function doesn't completely reset it to the esm like you might think. For instance, faction and relationship data isn't reset.
  • If the object being reset is not loaded, this optional parameter will do nothing, and the reset reference will be reset to its editor location.
  • Actors don't assume correct position after reset, they appear under the navmesh/terrain in a strange angle, use with caution
  • The above can be solved by calling MoveToMyEditorLocation() after calling Reset() on the actor. You may need to use a Utility.Wait() time of 0.1 seconds.Source

See Also[edit | edit source]