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==Move: Offset== Move the target OBJECTS to the desired position. Default is THIS object. <div class="spoiler"> [ATTACH=full]70738[/ATTACH] '''OBJECTS''': [[https://www.forgehub.com/wiki/targeting-mods/#mods-and-descriptions-list https://www.forgehub.com/wiki/targeting-mods/#mods-and-descriptions-list]] '''TARGETS''': [[https://www.forgehub.com/wiki/targeting-mods/#mods-and-descriptions-list https://www.forgehub.com/wiki/targeting-mods/#mods-and-descriptions-list]] '''X/Forward''': -1,000 - 1,000 (increments of .25) '''Y/Horizontal:''' -1,000 - 1,000 (increments of .25) '''Z/Vertical''': -1,000 - 1,000 (increments of .25) '''Local''': On/Off '''Time''': .10-720 (increments of .10) </div> <div class="spoiler"> ''This information was compiled prior to Monitor's Bounty. Some of the information might be deprecated.'' *If the relative (Local Movement) offset orientations for an object are not obvious, reset its rotation settings to 0.00. Then the Forward, Horizontal and Vertical directions will match the positive world X, Y and Z directions. *Only one Position/Rotation: Reset script can be active for an object at a time. *A Move script that activates while during another script’s control will take over the object movement. If the newer script finishes and the earlier script is still running, control returns to the earlier script. *A Move script can’t be activated again while it is running. *The length of time it runs can’t be extended in the middle of them by executing it again. *Continuous motion: It can be activated on the next cycle after the time is completed to provide continuous motion. This does not work with repeating On Timer conditions set to repeat for the same amount of time that the Move script uses because the On Timer condition will Trigger during the last cycle of the Move script, which means that the Move script can’t activate again at that time. *One solution is to have the Move script last 0.1 seconds less than the Timer condition, but the object motion will stop for that tenth of a second. *Since another script can take over while the first script is running, using a second copy of the script (or a script that runs when the first script can’t) will provide continuous motion. *Object Timers can be used to provide timed continuous motion with a single Move script because the On Spawn and On Despawn events can be scripted to one cycle apart. *A Move script can run for a Warthog that is being driven and the resulting motion seems to be a combination of the Move script and normal driving motion. Tested with a Forward action script. Other vehicles need to be tested. *As of April 2016, Move scripts sometimes result in jerky object motion rather than the expected smooth movement. There doesn't seem to be any definite patterns to this behavior, which may or may not occur at any time. This makes Move actions difficult to use in situations where inconsistent movement is undesirable. Sometimes Move scripts that use short Time settings seem to provide smoother motion. The Velocity action can provide smoother motion, but has limitations. *A workaround has been devised for jerky object motion, discovered by Exterrestr1al and Yumudas Beegbut of The Scripter's Guild. See the Tutorials section to learn how. </div>
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