Difference between revisions of "MoveTo - ObjectReference"
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→Bugs: during passage
imported>DayDreamer m (→Bugs: and/or out-of-hearing) |
imported>DayDreamer m (→Bugs: during passage) |
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== Bugs == | == Bugs == | ||
* If an actor is already in the cell, and the player is also in the cell, leaving the cell, or arriving in the cell, MoveTo() does not function. As cells can be quite large in cities and multi-level buildings, ensuing dialogue can occur with the actor out-of-sight and/or out-of-hearing. Try [[DisableNoWait - ObjectReference|DisableNoWait]](), MoveTo(), [[EnableNoWait - ObjectReference|EnableNoWait]](), [[EvaluatePackage - Actor|EvaluatePackage]]() sequence. Take care that the sequence happens out-of-sight of the player, such as | * If an actor is already in the cell, and the player is also in the cell, leaving the cell, or arriving in the cell, MoveTo() does not function. As cells can be quite large in cities and multi-level buildings, ensuing dialogue can occur with the actor out-of-sight and/or out-of-hearing. Try [[DisableNoWait - ObjectReference|DisableNoWait]](), MoveTo(), [[EnableNoWait - ObjectReference|EnableNoWait]](), [[EvaluatePackage - Actor|EvaluatePackage]]() sequence. Take care that the sequence happens out-of-sight of the player, such as during passage through a loading [[Door|door]]. | ||
* As of 1.9, calling Game.GetPlayer().MoveTo(AnyBedReference) will cause the Player's eyes to become stuck shut. They can only be opened again by using the showracemenu console command, or by reloading the game. | * As of 1.9, calling Game.GetPlayer().MoveTo(AnyBedReference) will cause the Player's eyes to become stuck shut. They can only be opened again by using the showracemenu console command, or by reloading the game. |