Sekoshiba Posted March 27, 2018 Author Share Posted March 27, 2018 Maybe you can use PathToReference(). There was a thread just a few days ago. That'd be ideal, but unfortunately I can't seem to get it working. I changed: Event OnEffectFinish(Actor target, Actor caster) PlayerRef.MoveTo(TeleportDestination) EndEvent To: Event OnEffectFinish(Actor target, Actor caster) PlayerRef.PathToReference(TeleportDestination, 1) EndEvent and it no longer works. To get PathToReference to work on the player, you need to allow AI to control the player first. This line: Game.SetPlayerAIDriven()https://www.creationkit.com/fallout4/index.php?title=SetPlayerAIDriven_-_Game Do you happen to know if there's a way to force Noclip on the player, then set them to glide to a specific point? If I'm understanding what you are trying to do correctly, it might work to run this first: debug.enableCollisions(false)Move the actor and then turn collisions back on. debug.enableCollisions(true) I got PathToReference() to work, thank you. Is there way to specify running instead of walking though? Even at the max parameter value my character still slowly lumbers to the XMarker. I'm trying out "abFortifyActorSpeedMult" in the meantime. Link to comment Share on other sites More sharing options...
dagobaking Posted March 27, 2018 Share Posted March 27, 2018 I haven't experimented too much with it. But, I think that setting the value to 1 makes the actor go as fast as that method allows. An alternative would be to use a package that has the actor run to the location. Link to comment Share on other sites More sharing options...
Sekoshiba Posted March 27, 2018 Author Share Posted March 27, 2018 Finally got it working how I wanted it. "TranslateToRef()" and a high travel-speed is incredible as an alternative to "MoveTo()" over short distances. No loading screen, and you can get it just about instant. Link to comment Share on other sites More sharing options...
dagobaking Posted March 28, 2018 Share Posted March 28, 2018 Great to hear that you got it working! Link to comment Share on other sites More sharing options...
Sekoshiba Posted March 28, 2018 Author Share Posted March 28, 2018 Great to hear that you got it working! Thanks! I think the next thing I'm going to try is multiple XMarkers dropped during the initial effect, then have the player 'TranslateToRef()' to them in reverse order back to the beginning. I think this thread can be locked. Thanks again for the help, guys! Link to comment Share on other sites More sharing options...
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