pra Posted October 19, 2017 Share Posted October 19, 2017 (edited) What I want to do is place an objectreference at another one, but facing away from it. Sounds easy enough: ObjectReference target = to.placeAtMe(targetActivatorType) float angZ = target.GetAngleZ() Debug.trace("PRA: target zAngle="+angZ) Debug.trace("PRA: teleporter zAngle="+to.getAngleZ()) angZ += 180 if(angZ > 360) angZ -= 360 endif Debug.trace("PRA: fixed zAngle="+angZ) target.setAngle(target.GetAngleX(), target.GetAngleY(), angZ) utility.wait(0.1) Debug.trace("PRA: target zAngle="+target.getAngleZ()) The output, however, is:[10/19/2017 - 12:27:56PM] PRA: target zAngle=125.263725[10/19/2017 - 12:27:56PM] PRA: teleporter zAngle=125.263725[10/19/2017 - 12:27:56PM] PRA: fixed zAngle=305.263733[10/19/2017 - 12:27:56PM] PRA: target zAngle=125.263725together with the fact that the player is still facing the wrong way after I moveTo him to target later. How do I fix this? Is this a script issue? do I have to do something to the activator I'm placing? "to" in the above example is a terminal, meaning it has an interaction marker. I know that if you moveTo an actor or the player into it, he will "enter" the interaction marker. Does this happen to activators as well? If yes, how can I force it to get out? edit: If called on an object whose 3D is not currently loaded (even if the reference is persistent -- which of course it would be if you have an ObjectReference variable pointing at it with which to call this function), this will fail. There will be no error in the script log, but the angles will not actually be changed.is it this reason? Edited October 19, 2017 by pra Link to comment Share on other sites More sharing options...
pra Posted October 19, 2017 Author Share Posted October 19, 2017 Solved. Not only does it have to be loaded, the activator also absolutely must have a worldart. markers/DummyMarker01.nif works fine. Link to comment Share on other sites More sharing options...
Recommended Posts