Difference between revisions of "Talk:TranslateTo - ObjectReference"
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Talk:TranslateTo - ObjectReference (edit)
Revision as of 10:12, 19 March 2014
, 10:12, 19 March 2014no edit summary
imported>Phinix |
imported>Terra Nova2 |
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Also, the static itself must be re-created under MovableStatic in the CK, not the regular Static section. --[[User:Phinix|Phinix]] 05:01, 16 June 2012 (EDT) | Also, the static itself must be re-created under MovableStatic in the CK, not the regular Static section. --[[User:Phinix|Phinix]] 05:01, 16 June 2012 (EDT) | ||
For a couple of months, I have been trying to discover a less painful way to have collision intact for actors when using TranslateTo. There's been a tiny bit of success. I've mananged to have collision information return to the player and any actor when translation is complete(not to be confused with the Event of the same name). The downside is, collision is still lost '''during''' translation - you/actors will still go through any object while in transit. You may ask what's the difference? Well, if you use the player or an actor with translateto, normally collision does not return even when the translation is complete. | |||
The method of discovery was a activemagic effect script. A very simple script. | |||
<source lang="papyrus"> | |||
Scriptname PlayerTranslationScript extends ActiveMagicEffect | |||
Actor property PlayerRef auto | |||
Float property fSpeed = 0.0 auto | |||
{The speed of translation.} | |||
Float PosX | |||
Float PosY | |||
Float PosZ | |||
Actor CasterActor | |||
Actor TargetActor | |||
Event OnEffectStart(Actor akTarget, Actor akCaster) | |||
fSpeed = 1500.0 | |||
TargetActor = akTarget | |||
CasterActor = akCaster | |||
PosX = TargetActor.GetPositionX() | |||
PosY = TargetActor.GetPositionY() | |||
PosZ = TargetActor.GetPositionZ() | |||
if CasterActor == PlayerRef | |||
CasterActor.TranslateTo(PosX, PosY, PosZ, 0.0, 0.0, 0.0, fSpeed, 0.0) | |||
endif | |||
EndEvent | |||
</source> | |||
This is interchangable. CasterActor can be replaced with TargetActor(as well as for the GetPos functions). You'll slam into the target, but you'll notice collision has returned. Why this works, I cannot explain, it may involve some internal mechanics I'm not familiar with. This was tested in an exterior, though it should in theory work in interiors but the problem with collision lost during translation will be a lot more noticable. I think this is about as close as I will get to solving this mystery. Oh and this method should work outside of a magic effect script. Will '''not''' work with [[TranslateToRef - ObjectReference|TranslateToRef]]. Untested with the other flavors of translation functions. [[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2014-03-19T11:12:40 (EDT) |