Difference between revisions of "PushActorAway - ObjectReference"
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imported>DavidJCobb |
imported>SniffleMan |
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* Use an XMarkerHeading object to control the exact direction in which the actor will be pushed. | * 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 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. | |||
== See Also == | == See Also == | ||
*[[ObjectReference Script]] | *[[ObjectReference Script]] |
Revision as of 04:19, 25 December 2020
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
Function PushActorAway(Actor akActorToPush, float afKnockbackForce) native
Parameters
- akActorToPush: The actor to push away.
- afKnockbackForce: The amount of force to apply to the target actor.
Return Value
None.
Examples
ExplosionMarker.PushActorAway(Bill, 10.0)
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.