Difference between revisions of "Talk:SetPos"
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imported>JOG |
imported>The Munchkin Lord |
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:::Well, it's implicit that only those things work that are specified as working, when we find out something that wasn't mentioned before we add it, but there is no point in adding info to random functions that things from other programming languages don't work here. There are no arrays, no sub-procedures, no default values on variable definition, no control structures besides if, and so on...--[[User:JOG|JOG]] 15:33, 13 June 2006 (EDT) | :::Well, it's implicit that only those things work that are specified as working, when we find out something that wasn't mentioned before we add it, but there is no point in adding info to random functions that things from other programming languages don't work here. There are no arrays, no sub-procedures, no default values on variable definition, no control structures besides if, and so on...--[[User:JOG|JOG]] 15:33, 13 June 2006 (EDT) | ||
If you're having a problem getting light to shed properly after updating its position using SetPos, here is a solution using a combination of MoveTo, SetPos, a persistent Light Form, and a Dummy Cell: | |||
<pre>Begin GameMode | |||
PersistentLightReference.PositionCell 0 0 0 0 DummyCell | |||
; Using PositionCell because SetAtStart did not work, | |||
; though using a Marker in conjunction with MoveTo might- didn't test | |||
PersistentLightReference.Disable | |||
PersistentLightReference.MoveTo Player | |||
Set PlayerPosX to Player.GetPos X | |||
Set PlayerPosY to Player.GetPos Y | |||
Set PlayerPosZ to Player.GetPos Z | |||
PersistentLightReference.SetPos X PlayerPosX | |||
PersistentLightReference.SetPos Y PlayerPosY | |||
PersistentLightReference.SetPos Z PlayerPosZ | |||
PersistentLightReference.Enable | |||
End</pre> | |||
You could conceivably use another MoveTo in conjunction with a Marker instead of PositionCell, but method is simpler. | |||
This is just the core of the solution, of course. You'll have to declare the Floats PlayerPosX/Y/Z, place a persistent Light, make a Dummy Cell to move to and from, and replace any references or set up any conditionals in the GameMode block that you need for your particular application. For those of you who are still confused, the exact implementation is included in my [http://www.elderscrolls.com/forums/index.php?showtopic=642521 Wieldable Torches] mod.--[[User:The Munchkin Lord|The Munchkin Lord]] 23:06, 25 February 2007 (EST) |