SetScale - ObjectReference: Difference between revisions
Jump to navigation
Jump to search
TwilightSky (talk | contribs) (→Notes: Changed crash warning to indicate the version of Skyrim this was reported from.) |
m (Convert source tags to syntaxhighlight) |
||
| Line 7: | Line 7: | ||
== Syntax == | == Syntax == | ||
< | <syntaxhighlight lang="papyrus"> | ||
Function SetScale(float afScale) native | Function SetScale(float afScale) native | ||
</ | </syntaxhighlight> | ||
== Parameters == | == Parameters == | ||
| Line 18: | Line 18: | ||
== Examples == | == Examples == | ||
< | <syntaxhighlight lang="papyrus"> | ||
; Set the statue to be twice as big as the original art size | ; Set the statue to be twice as big as the original art size | ||
StatueProperty.SetScale(2.0) | StatueProperty.SetScale(2.0) | ||
</ | </syntaxhighlight> | ||
== Notes == | == Notes == | ||
Latest revision as of 20:21, 5 September 2026
Member of: ObjectReference Script
Sets the object's current scale.
Syntax[edit | edit source]
Function SetScale(float afScale) nativeParameters[edit | edit source]
- afScale: The overall scale of the object
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Set the statue to be twice as big as the original art size
StatueProperty.SetScale(2.0)Notes[edit | edit source]
- 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 for the 32bit version of Skyrim(v1.9.32) aka "Oldrim".