Difference between revisions of "KeepOffsetFromActor - Actor"

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197 bytes added ,  07:45, 27 February 2020
Moved example from bethsoft forum as they are closing down soon
imported>MoopusMaximus
imported>Haravikk
(Moved example from bethsoft forum as they are closing down soon)
 
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*afOffsetAngleZ: the offset angle from the target actor, Z (degrees - most commonly used)
*afOffsetAngleZ: the offset angle from the target actor, Z (degrees - most commonly used)
**'''Default:''' 0.0
**'''Default:''' 0.0
*afCatchUpRadius: the radius at which the actor would run to catch up (anyone in a radius of 20 will run to catchup)
*afCatchUpRadius: the radius at which the actor would run to catch up (anyone outside a radius of 20 will run to catchup)
**'''Default:''' 20.0
**'''Default:''' 20.0
*afFollowRadius: the radius at which the actor won't move (anyone in a radius of 5 will not move)
*afFollowRadius: the radius at which the actor won't move (anyone within a radius of 5 will not move)
**'''Default:''' 5.0
**'''Default:''' 5.0


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; Have the stalker keep close to the player with a larger follow radius
; Have the stalker keep close to the player with a larger follow radius
Stalker.KeepOffsetFromActor(Game.GetPlayer(), 0.0, 0.0, 20.0, afFollowRadius = 10.0)
Stalker.KeepOffsetFromActor(Game.GetPlayer(), 0.0, 0.0, 20.0, afFollowRadius = 10.0)
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<source lang="papyrus">
; Cause Runner to run forwards (lower offset magnitude will reduce speed)
Runner.KeepOffsetFromActor(Runner, 0.0, 0.0, -100.0, afFollowRadius = 0.0)
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