KeepOffsetFromActor - Actor

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Revision as of 03:29, 25 March 2012 by imported>MoopusMaximus
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Member of: Actor Script

Forces the specified actor into a state where it will attempt to keep a given offset from another actor

Syntax

Function KeepOffsetFromActor(Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX = 0.0, \
    float afOffsetAngleY = 0.0,  float afOffsetAngleZ = 0.0, float afCatchUpRadius = 20.0, float afFollowRadius = 5.0) native

Parameters

  • arTarget: the target actor
  • afOffsetX: the offset from the target actor, in the actor's body space (so positive X is right of the actor), X
  • afOffsetY: the offset from the target actor, in the actor's body space, Y
  • afOffsetZ: the offset from the target actor, in the actor's body space, Z
  • afOffsetAngleX: the offset angle from the target actor, X (degrees - rarely used)
    • Default: 0.0
  • afOffsetAngleY: the offset angle from the target actor, Y (degrees - rarely used)
    • Default: 0.0
  • afOffsetAngleZ: the offset angle from the target actor, Z (degrees - most commonly used)
    • Default: 0.0
  • afCatchUpRadius: the radius at which the actor would run to catch up
    • Default: 20.0
  • afFollowRadius: the radius at which the actor won't move
    • Default: 5.0

Return Value

None.

Examples

; Have the stalker keep close to the player
Stalker.KeepOffsetFromActor(Game.GetPlayer(), 0, 0, 20)


; Have the stalker keep close to the player with a larger follow radius
Stalker.KeepOffsetFromActor(Game.GetPlayer(), 0, 0, 20, afFollowRadius = 10)

Notes

  • The default values will cause the follower to continually run into the target, use larger values instead.

See Also