Difference between revisions of "PushActorAway - ObjectReference"

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→‎Notes: Add not about running PushActorAway too early causing CTDs
imported>SniffleMan
(→‎Notes: Add not about running PushActorAway too early causing CTDs)
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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 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.
<source lang="papyrus">
ObjectReference MyActor = XmarkerkRef.PlaceAtMe(MyActorBase)
If (MyActor.Is3DLoaded())
    XmarkerRef.PushActorAway(MyActor as Actor, 50.0)
EndWhile
</source>


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
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