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Difference between revisions of "SetScaleEX"
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imported>Haama (Created) |
imported>QQuix (Added notes and a code example) |
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==Notes== | ==Notes== | ||
*The reference should be disabled and then enabled after calling this function in order to update its scale and collision properties. | *The reference should be disabled and then enabled after calling this function in order to update its scale and collision properties. | ||
*Enabling the reference must be done at least one frame later. Something like this: | |||
if <some condition> | |||
MyRef.Disable | |||
MyRef.SetScaleEX <some value> | |||
let iFrame := 2 | |||
endif | |||
if iFrame | |||
let iFrame -= 1 | |||
if iFrame == 0 | |||
MyRef.enable | |||
endif | |||
endif | |||
*Actors may change position when going through this process, so you may want to save their X, Y and Z positions when disabling and set them back after enabling. | |||
*The new scale is saved in the savegame. | *The new scale is saved in the savegame. | ||
Latest revision as of 11:30, 1 February 2015
A command for Oblivion Script Extender
Syntax:
(nothing) reference.SetScaleEX scale:float
Sets the scale of the calling reference. Unlike SetScale, the scale is not limited to a certain range.
Notes[edit | edit source]
- The reference should be disabled and then enabled after calling this function in order to update its scale and collision properties.
- Enabling the reference must be done at least one frame later. Something like this:
if <some condition> MyRef.Disable MyRef.SetScaleEX <some value> let iFrame := 2 endif if iFrame let iFrame -= 1 if iFrame == 0 MyRef.enable endif endif
- Actors may change position when going through this process, so you may want to save their X, Y and Z positions when disabling and set them back after enabling.
- The new scale is saved in the savegame.