Difference between revisions of "PushActorAway - ObjectReference"

→‎Notes: Add a note about weird behavior you can trigger combining PushActorAway with played idles such as kill moves.
m (→‎Notes: Fix EndIf)
(→‎Notes: Add a note about weird behavior you can trigger combining PushActorAway with played idles such as kill moves.)
 
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* 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.
* The push is applied via an explosion, and as such is affected by the fMagicExplosion* game settings.
* Running PushActorAway on the target of an idle animation started with a function such as [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]] can cause unusual behavior. For example, after targeting an actor with a kill move, the actor may stand back up, wait a few moments, and then collapse again.
* Running PushActorAway on newly spawned Actor can lead to a crash to desktop. To prevent this, check that the 3D is loaded on the Actor with [[Is3DLoaded - ObjectReference|MyActor.Is3DLoaded()]] before doing PushActorAway.
* Running PushActorAway on newly spawned Actor can lead to a crash to desktop. To prevent this, check that the 3D is loaded on the Actor with [[Is3DLoaded - ObjectReference|MyActor.Is3DLoaded()]] before doing PushActorAway.


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