Description
Wiki Description
Knocks back the specified actor away from this object with the specified amount of force, as if an explosion had gone off.
Documentation Comment
Pushes the passed-in actor away from this object, using the passed in knockback force to determine the speed
Caveats
CK Wiki - Notes
- Use an XMarkerHeading object to control the exact direction in which the actor will be pushed.
- The force argument can be negative to pull actors toward your ObjectReference. (Before you ask, yes, someone beat you to it and made a Katamari mod out of this.)
- The push is applied via an explosion, and as such is affected by the fMagicExplosion* game settings.
- Running PushActorAway on the target of an idle animation started with a function such as Actor.PlayIdleWithTarget(...) can cause unusual behavior. For example, after targeting an actor with a kill move, the actor may stand back up, wait a few moments, and then collapse again.
- Running PushActorAway on newly spawned Actor can lead to a crash to desktop. To prevent this, check that the 3D is loaded on the Actor with ObjectReference.Is3DLoaded() before doing PushActorAway.
ObjectReference MyActor = XmarkerkRef.PlaceAtMe(MyActorBase)
If (MyActor.Is3DLoaded())
XmarkerRef.PushActorAway(MyActor as Actor, 50.0)
EndIf
Parameters
ActorakActorToPush
CK Wiki Description
The actor to push away.
floataiKnockbackForce
CK Wiki Description
The amount of force to apply to the target actor.
Examples
ExplosionMarker.PushActorAway(Bill, 10.0)Auto-Generated Example
Actor myActor__akActorToPush
float myFloat__aiKnockbackForce
myObjectReference__toCallFunctionOn.PushActorAway(myActor__akActorToPush, myFloat__aiKnockbackForce)