Difference between revisions of "Talk:MoveTo"

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51 bytes added ,  19:11, 26 June 2006
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imported>Scruggs
(workaround for calling on activators)
imported>Scruggs
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:But there is a downside: The object loses its special behavior when moved by a setpos function. You can't activate it anymore and collusion doesn't work anymore. --[[User:JustTim|JustTim]] 05:06, 29 May 2006 (EDT)
:But there is a downside: The object loses its special behavior when moved by a setpos function. You can't activate it anymore and collusion doesn't work anymore. --[[User:JustTim|JustTim]] 05:06, 29 May 2006 (EDT)


After messing around with this function a bit, I'm finding that when called on an activator, it seems to update the activator's position without remembering to update the world art at the same time. Sometimes the object will remain in the same place after a MoveTo, but getPos returns its coordinates as having changed to the new position. So, after calling moveTo, if you call 'setPos x (getPos x)', it seems to force the world art to update. Haven't noticed any issues with collision or activation when using this workaround.
After messing around with this function a bit, I'm finding that when called on an activator, it seems to update the activator's position without remembering to update the world art at the same time. Sometimes the object will remain in the same place after a MoveTo, but getPos returns its coordinates as having changed to the new position. So, after calling moveTo, if you call 'setPos x (getPos x)', it seems to force the world art to update. Haven't noticed any issues with collision or activation when using this workaround. [[User:Scruggs|Scruggs]] 20:11, 26 June 2006 (EDT)
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