MoveTo
Revision as of 18:04, 10 February 2011 by imported>DragoonWraith (→Notes)
Syntax:
[reference].MoveTo TargetRef, x, y, z [reference].MoveToMarker TargetRef, x, y, z
Moves the object to the specified target location.
The x, y, z are optional offsets in units from the target reference.
Example:
MoveToMarker HiddenCaveMarker MoveTo player, 512, 0, 0
Notes
- MoveTo and PositionCell perform the same function, but use different parameters (PositionCell uses coordinates while MoveTo uses a reference).
- If this function is used to move the player, it will also act as a Return function -- no following lines of the script will be processed.
- This function works as expected for Actors. For most other object types, like containers and activators, the object's coordinates are updated but its world art is not. Additional scripting may be necessary to ensure the object moves properly:
myObject.disable myObject.moveTo [location] myObject.enable set xp to myObject.getPos x myObject.setPos x xp
- Note however, that if the moved object is moved to a new cell, it may snap back to its original cell after quit/reload (while keeping the new x,y,z coordinates). This seems to not happen as much when moving between Tamriel subspaces, but definitly happens when moving to and between Shivering Isles and Oblivion worldspaces. If the object being moved is only supposed to be a marker, consider using a marker actor instead. (See Teleport Recall.) (Actors do not suffer from worldspace snapback, and should react correctly to closing of an Oblivion gate.)
- To adjust the object relative to the players heading (i.e. place it in front of the player), you'll need to offset it's position. See Summon Object for full code sample.
- Script functions that make one actor target another (like SayTo or StartCombat) will not work when MoveTo is used on the target in the same frame, even when the target is moved only by a few inches.
- MoveTo can be very problematic in some situations. See MoveTo Oddities.
See Also