Talk:MoveTo
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)