- Found in:
- Vanilla
ActorfunctionPlaceActorAtMe(ActorBaseakActorToPlace, intaiLevelMod=4, LocationakEncLoc=NONE, boolabForcePersist=false, boolabInitiallyDisabled=false, boolabDeleteWhenAble=true, float[]akOffsetValues=NONE, boolabSnapOffsetToNavmesh=true)Native
Description
Wiki Description
Places a new Actor at this object's location.
Documentation Comment
Create an actor at this object's location. Level mod is one of the following:
0 - Easy
1 - Medium
2 - Hard
3 - Boss
4 - None
Caveats
CK Wiki - Notes
- For an unknown reason, sometimes the leveled actor spawned with this function will not be aggressive to the player, as if their faction data is missing.
Parameters
ActorBaseakActorToPlace
CK Wiki Description
The ActorBase to base the new actor on.
intaiLevelMod=4
CK Wiki Description
The level modifier to use.
-
Must be one of the following:* 0:Easy
- 1:Medium
- 2:Hard
- 3:Boss
- 4:None
-
Default:4
-
LocationakEncLoc=NONE
boolabForcePersist=false
boolabInitiallyDisabled=false
boolabDeleteWhenAble=true
float[]akOffsetValues=NONE
boolabSnapOffsetToNavmesh=true
Examples
; Place a new wolf at this location - and have it attack the player
MarkerProperty.PlaceActorAtMe(WolfBaseProperty).StartCombat(Game.GetPlayer()); Place a new boss bear at this location
MarkerProperty.PlaceActorAtMe(BearBaseProperty, 3)Auto-Generated Example
ActorBase myActorBase__akActorToPlace
int myInt__aiLevelMod
Location myLocation__akEncLoc
bool myBool__abForcePersist
bool myBool__abInitiallyDisabled
bool myBool__abDeleteWhenAble
float[] myFloatArray__akOffsetValues
bool myBool__abSnapOffsetToNavmesh
Actor returnedValue = myObjectReference__toCallFunctionOn.PlaceActorAtMe(myActorBase__akActorToPlace, myInt__aiLevelMod, myLocation__akEncLoc, myBool__abForcePersist, myBool__abInitiallyDisabled, myBool__abDeleteWhenAble, myFloatArray__akOffsetValues, myBool__abSnapOffsetToNavmesh)Related Pages
Additional References
View this function’s page on the Fallout 4 Creation Kit Wiki
