Difference between revisions of "Talk:MoveTo"
imported>Scruggs |
imported>DragoonWraith (a number of questions) |
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:::: Understood. In my case the object was previously placed in the editor, persistent, and disabled...so that ensures that moveTo will always work, correct? [[User:Scruggs|Scruggs]] 11:49, 27 May 2006 (EDT) | :::: Understood. In my case the object was previously placed in the editor, persistent, and disabled...so that ensures that moveTo will always work, correct? [[User:Scruggs|Scruggs]] 11:49, 27 May 2006 (EDT) | ||
:::::Say I have an object set to constantly MoveTo player 0 0 0, will that follow him through a loaddoor? If this script is in a Quest script (objectID.MoveTo player 0 0 0), and the player goes through a loaddoor, will that crash or will that work? If I have a reference variable instead of the actual ID, will that change anything? If that reference var references an object created through PlaceAtMe, does that change anything? If it works as it all, must it be a persistant reference in order to do so? --[[User:DragoonWraith|DragoonWraith]] 13:44, 27 May 2006 (EDT) |
Revision as of 12:44, 27 May 2006
Restrictions?
Does anyone know of any restrictions on this command? I and another person can't get MoveTo to move objects, but it seems that activators move sucessfully using the exact same code. Update: An activator with a model set doesn't seem to move with this command. (I used skull01.nif) Mrflippy 00:42, 8 April 2006 (EDT)
Hmm... Moveto doesn't seem to like xmarkers (reference.moveto player doesn't work). Any suggestions?Talkie Toaster 12:26, 20 April 2006 (EDT)
What does this function work on? I think testing needs to be done on this. The article says it works for Actors, and implies that it doesn't work for some (or all) non-actors. Flippy is saying that it works for Activators with no mesh, but not for non-activators or activators with a mesh. I personally would really like to use this function for a neat effect I have in mind, but it won't work if I can't move meshes with this... I may do some testing later, if I get the chance, but testing definitely needs to be done by someone, regardless. --DragoonWraith 16:57, 23 May 2006 (EDT)
- from my testing it seems to work fine on misc items. i created a test Mark/Recall spell, with the mark spell simply calling markObj.moveto player. the misc item in this case was a paintbrush. seemed to work repeatedly. :shrug: Scruggs 22:54, 26 May 2006 (EDT)
- Well, that's encouraging. Thank you! --DragoonWraith 22:56, 26 May 2006 (EDT)
- It works fine on any item, even those created with placeatme, but only as long as they're in a loaded cell. That's not really a moveto problem, it's a general problem with non-persistent references. Moveto on a carriable item once it is in a container/inventory is a very reliable way to crash the game, no matter if the reference is persistent or not.--JOG 03:28, 27 May 2006 (EDT)
- Understood. In my case the object was previously placed in the editor, persistent, and disabled...so that ensures that moveTo will always work, correct? Scruggs 11:49, 27 May 2006 (EDT)
- Say I have an object set to constantly MoveTo player 0 0 0, will that follow him through a loaddoor? If this script is in a Quest script (objectID.MoveTo player 0 0 0), and the player goes through a loaddoor, will that crash or will that work? If I have a reference variable instead of the actual ID, will that change anything? If that reference var references an object created through PlaceAtMe, does that change anything? If it works as it all, must it be a persistant reference in order to do so? --DragoonWraith 13:44, 27 May 2006 (EDT)