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A good catch !
Ever wondered why follower teleports often don't work (e.g. when using a load elevator) ? This is probably why.
I'm posting the fixed function (on FollowersScript) below. The comment will explain the mistake:
Ever wondered why follower teleports often don't work (e.g. when using a load elevator) ? This is probably why.
I'm posting the fixed function (on FollowersScript) below. The comment will explain the mistake:
Function TeleportActor(Actor ActorToTeleport, ObjectReference TeleportDestinationRef, bool ShouldPlayTeleportInEffect, bool ShouldPlayTeleportOutEffect)
debug.trace(self + "TeleportActor() ActorToTeleport: " + ActorToTeleport + ", TeleportDestinationRef: " + TeleportDestinationRef)
TeleportActorScript TeleportActor = ActorToTeleport as TeleportActorScript
if ShouldPlayTeleportOutEffect
if TeleportActor
TeleportActor.TeleportIn()
else
game.Warning("FollowerScript: TeleportFollowers() actor doesn't have TeleportActorScript attached, can't play fx! " + ActorToTeleport)
endif
endif
utility.wait(5)
debug.trace(self + "TeleportActor() calling MoveTo()" + TeleportDestinationRef)
;TeleportActor.MoveTo(TeleportDestinationRef)
;UFO4P 2.1.0 Bug #26179: replaced the previous line with the following line:
;Otherwise, this call will fail on all actors that do not have a TeleportActorScript attached (e.g. Dogmeat), but that script is only used for playing the teleport FX and
;has nothing to do with whether the actor can be moved or not.
ActorToTeleport.MoveTo (TeleportDestinationRef)
debug.trace(self + "TeleportActor() done with moveto" )
if ShouldPlayTeleportInEffect
if TeleportActor
TeleportActor.TeleportIn()
else
game.Warning("FollowerScript: TeleportFollowers() actor doesn't have TeleportActorScript attached, can't play fx! " + ActorToTeleport)
endif
endif
debug.trace(self + "TeleportActor() done" )
EndFunction
Comment #1 Oct 16, 2019 5:14 am
Edited by Sclerocephalus on Oct 16, 2019 5:20 am
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