"Fall" Function

Post » Fri May 27, 2011 7:35 pm

The UESP lists an undocumented function, "Fall." This sounded rather interesting to me... my hope was for a function which could provide effective knowledge of the ground plane. I've scripted the acceleration due to gravity in my projectiles, but I can't know where the ground plane is, making a built in function which does invaluable.

I can't seem to get it to do anything, however -- does anyone know to make use of it? Or does the function just do nothing?
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Charles Weber
 
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Post » Sat May 28, 2011 2:23 am

MWEdit gives the description as:
Format: Fall
Returns: None
Desc: Assumably causes the calling object to fall to the ground.


Dunno if that helps you any though. =x
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Budgie
 
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Post » Sat May 28, 2011 10:12 am

i always thought it causes an NPC to fall as if knocked down.

MWSFD says -

88
Actor->Fall
Seems to give an NPC the extra nudge they may need even after you yank the floor out from
under them. It also brings down flying creatures. Used by the Icarian Flight guy. When I tried
to use this on the player in my climbing mod, it seemed to sometimes "warp" the player
directly to the ground below.

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Rowena
 
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Post » Sat May 28, 2011 10:10 am

I think it forces the engine to make sure they're standing on something. Yknow how you can occasionally walk off a surface in a cell and not fall, when you really should, but if you jump, then you'll fall? It has to do with the floor being calculated, and jumping (or the fall command) trigger that routine.
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Dan Endacott
 
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Post » Sat May 28, 2011 1:46 am

I had tried it, in my testing, with an activator -- but it makes sense that perhaps it is an actor-only function. Too bad. Thanks for the assistance, everyone!
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adam holden
 
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