Difference between revisions of "PositionWorld"
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imported>Antares (Ditto of position cell) |
imported>QQuix (Forgot to add internal links) |
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PositionWorld ''x, y, z, zRot, WorldID'' | PositionWorld ''x, y, z, zRot, WorldID'' | ||
PosWorld ''x, y, z, zRot, WorldID'' | PosWorld ''x, y, z, zRot, WorldID'' | ||
Warps the object to the exterior coordinate location specified by x, y, and z in the specified worldspace. The object will be facing the world angle specified by zRot (measured in radians, not degrees). All parameters are floats. | |||
'''Example:''' | '''Example:''' | ||
PositionWorld 76345, 100.56, 215, | PositionWorld 76345, 100.56, 215, 1, Tamriel | ||
===Notes=== | |||
*PositionWorld, [[PositionCell]] and [[MoveTo]] do exactly the same thing: they position a reference at a certain position on a given Worldspace/Cell (it has been said that, internally, they use the same code). The difference is that [[MoveTo]] retrieves the Worldspace/Cell and XYZ values from the referred object while [[PositionCell]] and PositionWorld get them from the parameters you provide. | |||
*To convert to radians, multiply your regular Oblivion Z rotation by 0.01745. | |||
== See Also == | == See Also == | ||
* [[PositionCell]] | * [[PositionCell]] |
Latest revision as of 16:01, 14 October 2012
Syntax:
PositionWorld x, y, z, zRot, WorldID PosWorld x, y, z, zRot, WorldID
Warps the object to the exterior coordinate location specified by x, y, and z in the specified worldspace. The object will be facing the world angle specified by zRot (measured in radians, not degrees). All parameters are floats.
Example:
PositionWorld 76345, 100.56, 215, 1, Tamriel
Notes[edit | edit source]
- PositionWorld, PositionCell and MoveTo do exactly the same thing: they position a reference at a certain position on a given Worldspace/Cell (it has been said that, internally, they use the same code). The difference is that MoveTo retrieves the Worldspace/Cell and XYZ values from the referred object while PositionCell and PositionWorld get them from the parameters you provide.
- To convert to radians, multiply your regular Oblivion Z rotation by 0.01745.
See Also[edit | edit source]