MoveTo - ObjectReference

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Member of: ObjectReference Script

Moves this reference to the location of the target reference, with the specified offset.

Syntax

Function MoveTo(ObjectReference akTarget, float afXOffset = 0.0,
  float afYOffset = 0.0, float afZOffset = 0.0, bool abMatchRotation = true) native

Parameters

  • akTarget: The target reference to move this one to.
    • Note: This can accept non-persistent references in containers. In which case the object is moved to the container's location (and not into the container).
  • afXOffset: How much to offset the move in the X direction.
    • Default: 0.0
  • afYOffset: How much to offset the move in the Y direction.
    • Default: 0.0
  • afZOffset: How much to offset the move in the Z direction.
    • Default: 0.0
  • abMatchRotation: Whether the moved object should match the rotation of the target object or not
    • Default: True

Return Value

None.

Examples

; Move Bob to his house, designated by a marker
Bob.MoveTo(BobsHouseMarker)


; Move Bob to his house, but don't match the rotation of the marker
Bob.MoveTo(BobsHouseMarker, abMatchRotation = false)

Notes

  1. Calling a MoveTo on the Player will cause the game to fade-out and fade-in automatically.
  2. If we are moving the Player, and the distance between the MoveTo target and the Player is very small, we don't call for the automatic fade-out. There's a [General] INI setting called fMinPlayerMoveToDistForLoadScreen which defines the minimum distance to call for a loadscreen.
  3. Using MoveTo, or any of the other Move function, on a Static can cause flickering on the model edges and blurring of the texture. To combat this, immediately call a disable() then enable() on the model to force it to reload in the new position.
  • This can cause the pip-boy model to display incorrectly when MoveTo is called on the player.Source
  • Moving the player to a furniture object, such as a terminal, will cause the player to enter it(use it) when the move is complete.

See Also