Difference between revisions of "Talk:SetPos"

344 bytes added ,  14:43, 12 April 2007
oops sorry. revering my revert
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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)
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)
:I think only the Disable/Enable is necessary in combo with the MoveTo as it may be needed to reset their collison meshes(?) I have had CTD's [for some objects] when I used Enable/Disable in the same frame. If you have such trouble then spilt them so they are called on successive frames. [[User:GuidoBot|GuidoBot]] 22:58, 11 April 2007 (EDT)
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