RbtRvltin Posted February 5 Share Posted February 5 Hey all, I've been trying for a while to make mechanics where the player falls over (Trips drunkenly, shot in the leg, what have you). I discovered quickly that the player will not get up after the PushActorAway() function is applied to them - either via Papyrus ScriptName PushAwayScriptCustom Extends ActiveMagicEffect Event OnEffectStart(ObjectReference akTarget, Actor akCaster, MagicEffect akBaseEffect, float afMagnitude, float afDuration) akCaster.PushActorAway(akCaster, 1.0) EndEvent or the console command below. player.pushactoraway player 0 Curious if this is an issue new to Starfield (I am reasonably certain this command didn't softlock in FO4) and if anyone knows a safe and effective way to un-knock-down the player if possible - or if I'm simply doing it wrong. Cheers. Link to comment Share on other sites More sharing options...
LarannKiar Posted February 9 Share Posted February 9 PushActorAway() doesn't work with the player. Someone reported this to me it earlier, I looked into it and I made a quick fix that instantly restores the player's original standing position but considering it'd probably be more useful for mods, I'd like to release it after the get up animation is fixed too. BGS intentionally chose a different design for the Gravity Wave when casted by Starborn NPCs (they cast Stagger instead of Knockdown effect) so there's chance they are aware of this issue. Link to comment Share on other sites More sharing options...
RbtRvltin Posted February 10 Author Share Posted February 10 Very interesting, thanks for clarifying. I will keep an eye out for the completed fix as it is still something I would still like to use for a few projects. I hadn't thought to inspect how they had handled it in effects - that does indicate to me they know it is broken. Whether they plan to fix it themselves is the question I suppose... lol. Link to comment Share on other sites More sharing options...
Recommended Posts