Difference between revisions of "MoveTo - ObjectReference"
Jump to navigation
Jump to search
imported>Terra Nova2 |
imported>Terra Nova2 (→Notes: added code for forcing objects to appear the correct way in the world with moveto.) |
||
Line 49: | Line 49: | ||
* MoveTo can sometimes cause some pretty interesting, yet undesirable results when moving objects, such as chests, often appear in the world in really odd angles. Furthermore, as with [[SetPosition - ObjectReference|SetPosition]], MoveTo doesn't take in account for uneven terrain. | * MoveTo can sometimes cause some pretty interesting, yet undesirable results when moving objects, such as chests, often appear in the world in really odd angles. Furthermore, as with [[SetPosition - ObjectReference|SetPosition]], MoveTo doesn't take in account for uneven terrain. | ||
**In order to "straighten" or flatten out an object is to call [[SetAngle - ObjectReference|SetAngle]], using the following code: | |||
<source lang="papyrus"> | |||
ObjectReference TempRef = myObject.MoveTo(Game.GetPlayer(), 0.0, 0.0, 0.0) | |||
TempRef.SetAngle(0, Game.GetPlayer().GetAngleY(), Game.GetPlayer().GetAngleZ()) | |||
</source> | |||
**This is not required for actors being moved with this function. | |||
== Bugs == | == Bugs == | ||
* If an actor is already in the cell, and the player is also in the cell, leaving the cell, or arriving in the cell, MoveTo() does not function. As cells can be quite large in cities and multi-level buildings, ensuing dialogue can occur with the actor out-of-sight and/or out-of-hearing. Try [[DisableNoWait - ObjectReference|DisableNoWait]](), MoveTo(), [[EnableNoWait - ObjectReference|EnableNoWait]](), [[EvaluatePackage - Actor|EvaluatePackage]]() sequence. Take care that the sequence happens out-of-sight of the player, such as during passage through a loading [[Door|door]]. | * If an actor is already in the cell, and the player is also in the cell, leaving the cell, or arriving in the cell, MoveTo() does not function. As cells can be quite large in cities and multi-level buildings, ensuing dialogue can occur with the actor out-of-sight and/or out-of-hearing. Try [[DisableNoWait - ObjectReference|DisableNoWait]](), MoveTo(), [[EnableNoWait - ObjectReference|EnableNoWait]](), [[EvaluatePackage - Actor|EvaluatePackage]]() sequence. Take care that the sequence happens out-of-sight of the player, such as during passage through a loading [[Door|door]]. |
Revision as of 10:42, 2 September 2014
Member of: ObjectReference Script
Moves this reference to the location of the target reference, with the specified offset.
Syntax
Function MoveTo(ObjectReference akTarget, float afXOffset = 0.0,
float afYOffset = 0.0, float afZOffset = 0.0, bool abMatchRotation = true) native
Parameters
- akTarget: The target reference to move this one to.
- afXOffset: How much to offset the move in the X direction.
- Default: 0.0
- afYOffset: How much to offset the move in the Y direction.
- Default: 0.0
- afZOffset: How much to offset the move in the Z direction.
- Default: 0.0
- abMatchRotation: Whether the moved object should match the rotation of the target object or not
- Default: True
Return Value
None.
Examples
; Move Bob to his house, designated by a marker
Bob.MoveTo(BobsHouseMarker)
; Move Bob to his house, but don't match the rotation of the marker
Bob.MoveTo(BobsHouseMarker, abMatchRotation = false)
; Moves a portal 120 units in front of the player, 35 units under their height
Actor PlayerRef = Game.GetPlayer()
Portal.MoveTo(PlayerRef, 120.0 * Math.Sin(PlayerRef.GetAngleZ()), 120.0 * Math.Cos(PlayerRef.GetAngleZ()), PlayerRef.GetHeight() - 35.0)
Notes
- MoveTo() should be avoided for placing other actors in sight of the player, as they will suddenly appear in an unrealistic way. Instead, consider placing them nearby but out of sight, and making them approach the player themselves, using PathToReference or ForceGreet.
- Making an actor MoveTo() a furniture reference will make the actor immediately assume the position of "using" that furniture, without playing the furniture entrance animation. Example: PlayerRef.MoveTo(BedReference) will make the player lie down on the bed reference (without playing the bed entrance animation).
- MoveTo can sometimes cause some pretty interesting, yet undesirable results when moving objects, such as chests, often appear in the world in really odd angles. Furthermore, as with SetPosition, MoveTo doesn't take in account for uneven terrain.
- In order to "straighten" or flatten out an object is to call SetAngle, using the following code:
ObjectReference TempRef = myObject.MoveTo(Game.GetPlayer(), 0.0, 0.0, 0.0)
TempRef.SetAngle(0, Game.GetPlayer().GetAngleY(), Game.GetPlayer().GetAngleZ())
- This is not required for actors being moved with this function.
Bugs
- If an actor is already in the cell, and the player is also in the cell, leaving the cell, or arriving in the cell, MoveTo() does not function. As cells can be quite large in cities and multi-level buildings, ensuing dialogue can occur with the actor out-of-sight and/or out-of-hearing. Try DisableNoWait(), MoveTo(), EnableNoWait(), EvaluatePackage() sequence. Take care that the sequence happens out-of-sight of the player, such as during passage through a loading door.
- As of 1.9, calling Game.GetPlayer().MoveTo(AnyBedReference) will cause the Player's eyes to become stuck shut. They can only be opened again by using the showracemenu console command, or by reloading the game.