Difference between revisions of "Talk:MoveTo"

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275 bytes added ,  21:46, 26 June 2006
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imported>Scruggs
imported>Omzy
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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)
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)
So basically, you can keep something always several paces in front or behind the player by executing this command in GameMode followed by SetPos? Sounds a whole lot easier than calculating the heading of the player using trig. --[[User:Omzy|Omzy]] 22:46, 26 June 2006 (EDT)
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