SplineTranslateToRef - ObjectReference
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Member of: ObjectReference Script
Makes the object translate to the passed reference (matching position and rotation) at the given speed using a spline.
Syntax[edit | edit source]
Function SplineTranslateToRef(ObjectReference arTarget, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed = 0.0)
SplineTranslateTo(arTarget.X, arTarget.Y, arTarget.Z, arTarget.GetAngleX(), arTarget.GetAngleY(), arTarget.GetAngleZ(), afTangentMagnitude, afSpeed, afMaxRotationSpeed)
endFunction
Parameters[edit | edit source]
- arTarget: The target to match position and rotation to
- afTangentMagnitude: Magnitude of the spline tangents
- afSpeed: Movement Speed.
- afMaxRotationSpeed: The maximum rotation speed (Default is 0 to mean "don't clamp rotation speed")
- Default: 0
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Translate the bird ref to the rock with a low spline magnitude and speed
Bird.SplineTranslateToRef(Rock, 1.0, 1.0)
; Translate the bird ref to the rock with a low spline magnitude and speed, and low rotation speed
Bird.SplineTranslateToRef(Rock, 1.0, 1.0, 10)
Tips[edit | edit source]
A movement speed parameter (afSpeed) of 1 is extremely slow - nearly imperceptible to the human eye. Starting at a an afSpeed of 100 and working up or down towards the desired speed is recommended.
When using Actors the height difference between starting point and endpoint does still take fall damage into account. For instance: When gliding down between the higher point A to a lower point B at even a low speed, the height difference between those two can be counted as fall damage, when reaching point B. (At least in Fallout 4)