MoveTo help.

Post » Wed Jun 20, 2012 9:08 am

Caster.MoveTo(Game.GetPlayer(), 0, 0, 800)Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok",0)

When this happens the player goes straight up by a measure of 800. That part I like. The problem is two fold:

1. If the player is moving the MoveTo does not operate. How can this be fixed/worked around?
2. After the player reaches the height of 800 they fall at regular gravity and not the gravity I've set. Why? After the player hits the ground the gravity is as it should be: 0.

I do not want to use the Push command in anyway since it ragdolls the character and you lose control.
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N3T4
 
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Post » Tue Jun 19, 2012 11:50 pm

For the first problem, you could disable player controls right before using the moveto (or maybe add a short wait in there), then re-enable the controls afterwards. For the falling, how about trying to translate the player to his current position?
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helliehexx
 
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Post » Tue Jun 19, 2012 9:23 pm

I have tried using a Wait. That didn't work. I will try disabling controls.

How do I translate to current position? I don't think I see that explained int he wiki.
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adame
 
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Post » Wed Jun 20, 2012 6:09 am

Something like this?

       	 DisablePlayerControls()            Caster.MoveTo(GetPlayer(), 0, 0, 800)            Caster.SplineTranslateTo(0.0, 0.0, 0.0, 0.0, 0.0, 800.0, 1.0, 50.0)
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Sammi Jones
 
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Post » Tue Jun 19, 2012 9:04 pm

Yeah, something like this:

Game.DisablePlayerControls()Utility.Wait(1)Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok",0)Caster.MoveTo(Caster, 0, 0, 800)Caster.TranslateTo(Caster.GetPositionX(), Caster.GetPositionY(), Caster.GetPositionZ(), 0.0, 0.0, 0.0, 0.0)Utility.Wait(1)Caster.StopTranslation()
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Bigze Stacks
 
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Post » Wed Jun 20, 2012 3:17 am

That worked pretty damn good. Helped me understand how that works too. Thanks a TON
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Fam Mughal
 
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