Difference between revisions of "ObjectReference Script"

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Script for the manipulation of object instances.
Script for the manipulation of object instances.
If you are adding a script to an object that is going to be a reference in the world (like a button for example) your script will need to extend this script.


== Definition ==
== Definition ==

Revision as of 10:17, 9 February 2012


Extends: Form Script

Script for the manipulation of object instances. If you are adding a script to an object that is going to be a reference in the world (like a button for example) your script will need to extend this script.

Definition

ScriptName ObjectReference extends Form

Properties

  • float X [read-only]: The current X position of the reference.
  • float Y [read-only]: The current Y position of the reference.
  • float Z [read-only]: The current Z position of the reference.

Global Functions

None

Member Functions

  • Function Activate(ObjectReference akActivator)
    • Have the passed in reference activate this object.
  • Function AddInventoryEventFilter(Form akFilter)
    • Adds an inventory event filter to this reference.
  • Function AddItem(Form akItemToAdd, int aiCount, bool abSilent)
    • Adds the passed in item to this object's inventory.
  • Function AddKeyIfNeeded(ObjectReference ObjectWithNeededKey)
    • Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.
  • Function AddToMap(bool abAllowFastTravel)
    • Adds this map marker to the map, optionally making it available for fast travel.
  • Function ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude)
    • Apply a Havok impulse force to this object.
  • Function BlockActivation(bool abBlocked)
    • Blocks (or unblocks) normal activation processing for this reference.
  • int Function CalculateEncounterLevel(int aiDifficulty)
    • Calculate this object's encounter level, using the specified difficulty.
  • bool Function CanFastTravelToMarker()
    • Can the player fast travel to this map marker?
  • Function ClearDestruction()
    • Clears all effects of destruction from this object.
  • int Function CountLinkedRefChain(keyword apKeyword, int maxExpectedLinkedRefs)
    • Counts the number of linked refs that are in a linked Ref chain
  • Function CreateDetectionEvent(Actor akOwner, int aiSoundLevel)
    • Create a detection event at this reference, with the specified owner.
  • Function DamageObject(float afDamage)
    • Damages this object and advances the destruction stage.
  • Function Delete()
    • Deletes this object.
  • Function DeleteWhenAble()
    • Waits until this reference is out of the loaded area and then deletes it
  • Function Disable(bool abFadeOut)
    • Disables this object.
  • Function DisableLinkChain(Keyword apKeyword, bool abFadeOut)
    • Disables all of the references that are linked, in a chain, to this one.
  • Function DisableNoWait(bool abFadeOut)
    • Disables this object and does not wait for the object to be disable or faded out.
  • Function DropObject(Form akObject, int aiCount)
    • Drops the specified object from this object's inventory.
  • Function Enable(bool abFadeIn)
    • Enables this object.
  • Function EnableFastTravel(bool abEnable) native
    • Enables or disables fast travel to this map marker.
  • Function EnableLinkChain(Keyword apKeyword)
    • Enables all of the references that are linked, in a chain, to this one.
  • Function EnableNoWait(bool abFadeIn)
    • Enables this object and does not wait for the object to be enabled or faded in.
  • Function ForceAddRagdollToWorld() native
    • Forcibly adds the ragdoll of a reference to the world
  • Function ForceRemoveRagdollFromWorld() native
    • Forcibly removes the ragdoll of a reference from the world
  • ActorBase Function GetActorOwner()
    • Obtains the actor base that owns this object.
  • float Function GetAngleX()
    • Obtains this object's rotation around the x axis.
  • float Function GetAngleY()
    • Obtains this object's rotation around the y axis.
  • float Function GetAngleZ()
    • Obtains this object's rotation around the z axis.
  • bool Function GetAnimationVariableBool(string asVariableName)
    • Fetches the value of a variable on the reference's animation graph (bool version).
  • float Function GetAnimationVariableFloat(string asVariableName)
    • Fetches the value of a variable on the reference's animation graph (float version).
  • int Function GetAnimationVariableInt(string asVariableName)
    • Fetches the value of a variable on the reference's animation graph (int version).
  • Form Function GetBaseObject()
    • Obtains this reference's base object.
  • int Function GetCurrentDestructionStage()
    • Gets the object's current stage of destruction.
  • Location Function GetCurrentLocation()
    • Obtains this reference's current location.
  • Scene Function GetCurrentScene()
    • Obtains the scene that this reference is currently participating in, if any.
  • float Function GetDistance(ObjectReference akOther)
    • Calculates the distance between this object and the passed in one.
  • Location Function GetEditorLocation()
    • Obtains this reference's editor location.
  • Faction Function GetFactionOwner()
    • Gets the faction that owns this reference.
  • float Function GetHeadingAngle(ObjectReference akOther)
    • Gets the angle between this object's heading, and the direction the other object is in.
  • float Function GetHeight()
    • Gets the height of this object
  • int Function GetItemCount(Form akItem)
    • Returns how many of the specified item is in this object's inventory.
  • float Function GetItemHealthPercent()
    • Returns the item health percent of this object (1.0 == 100%).
  • Key Function GetKey()
    • Obtains the key that unlocks this object (if any).
  • float Function GetLength()
    • Obtains the length of this object.
  • ObjectReference Function GetLinkedRef(Keyword apKeyword)
    • Returns our linked reference for the given Keyword, if any.
  • int Function GetLockLevel()
    • Obtains the level of the lock on this object.
  • float Function GetMass()
    • Obtains this object's mass in Havok.
  • ObjectReference Function GetNthLinkedRef(int aiLinkedRef)
    • Obtains the nth linked ref from this object.
  • int Function GetOpenState()
    • Obtains this object's current "open state".
  • Cell Function GetParentCell()
    • Obtains the cell this object is currently in.
  • float Function GetPositionX()
    • Returns this object's current X position.
  • float Function GetPositionY()
    • Returns this object's current Y position.
  • float Function GetPositionZ()
    • Returns this object's current Z position.
  • float Function GetScale()
    • Get this object's current scale.
  • int Function GetTriggerObjectCount()
    • Returns the number of objects inside this trigger volume.
  • VoiceType function GetVoiceType()
    • Obtains the VoiceType for this actor or talking activator.
  • float Function GetWidth()
    • Get the current width of the object.
  • Worldspace Function GetWorldSpace()
    • Returns the worldspace this reference is in.
  • bool Function HasEffectKeyword(Keyword akKeyword)
    • Returns if this reference has an active effect coming from a magic effect with the specified keyword attached
  • bool Function HasNode(string asNodeName)
    • Returns if this reference has the specified name node in its 3D.
  • bool Function HasRefType(LocationRefType akRefType)
  • Function IgnoreFriendlyHits(bool abIgnore)
    • Flags this reference as ignoring (or not ignoring) friendly hits
  • Function InterruptCast()
    • Interrupts any spellcasting this object may be doing.
  • bool Function IsActivateChild(ObjectReference akChild)
    • Returns whether the passed in reference is an activate child of this reference.
  • bool Function IsActivationBlocked()
    • Returns whether normal activation processing is currently blocked on this reference or not.
  • bool Function Is3DLoaded()
    • Checks to see if this reference's 3D data is currently loaded or not.
  • bool Function IsDisabled()
    • Is this object currently disabled?
  • bool Function IsEnabled()
    • Is this object currently enabled?
  • bool Function IsFurnitureInUse(bool abIgnoreReserved)
    • Is any furniture marker on this object in use?
  • bool Function IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved)
    • Is the specified furniture marker on this object in use?
  • bool Function IsIgnoringFriendlyHits()
    • Is this object ignoring friendly hits?
  • bool Function IsInDialogueWithPlayer()
    • Is this actor or talking activator currently talking to the player?
  • bool Function IsInInterior ()
    • Returns true if the object is in an interior cell.
  • bool Function IsInLocation (Location akLocation)
    • Returns true if the object is currently in that location or a child of that location.
  • bool Function IsLocked()
    • Is the lock on this object locked?
  • bool Function IsMapMarkerVisible()
    • Is this map marker visible to the player?
  • bool Function IsNearPlayer()
    • A quick-and-dirty function to tell if this object is safe to enable or disable
  • Function KnockAreaEffect(float afMagnitude, float afRadius)
    • Executes a knock effect to an area
  • Function Lock(bool abLock, bool abAsOwner)
    • Locks or unlocks this object.
  • Function MoveTo(ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation)
    • Moves this object to the same location as the passed-in reference, offset by the specified amount.
  • bool Function MoveToIfUnloaded(ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset)
    • Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded.
  • Function MoveToInteractionLocation(ObjectReference akTarget)
    • Moves this object to the specified object's interaction location.
  • Function MoveToMyEditorLocation()
    • Moves this object to its own editor location.
  • Function MoveToNode(ObjectReference akTarget, string asNodeName)
    • Moves this object to the position (and rotation) of the specified node on the specified object's 3D
  • Actor Function PlaceActorAtMe(ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone)
    • Create an actor at this object's location.
  • ObjectReference Function PlaceAtMe(Form akFormToPlace, int aiCount)
    • Places x copies of the passed in form at this object's current position, returning the last one created.
  • bool Function PlayAnimation(string asAnimation)
    • Plays the specified animation on this object, returning immediately.
  • bool Function PlayAnimationAndWait(string asAnimation, string asEventName)
    • Plays the specified animation on this object and waits for the specified event before returning. (latent)
  • bool Function PlayGamebryoAnimation(string asAnimation, bool abStartOver, float afEaseInTime)
    • Plays a legacy nif file based animation
  • bool Function PlayImpactEffect (ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation)
    • Plays an impact effect.
  • bool Function PlaySyncedAnimationAndWaitSS(string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2)
    • Plays two animations simultaneously, waiting for events from both.
  • bool Function PlaySyncedAnimationSS(string asAnimation1, ObjectReference akObj2, string asAnimation2)
    • Plays two animations simultaneously.
  • Function PlayTerrainEffect (string asEffectModelName, string asAttachBoneName)
    • Plays a terrain effect.
  • Function ProcessTrapHit(ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger)
    • Tells this object to handle the specified trap object hitting it.
  • Function PushActorAway(Actor akActorToPush, int aiKnockbackDamage)
    • Pushes the other actor away from this object as if hit by the specified amount of knockback damage.
  • bool Function RampRumble(float power, float duration, float falloff)
    • Shakes cam/controller based on distance from player
  • Function RemoveAllInventoryEventFilters()
    • Remove all inventory event filters on this reference.
  • Function RemoveAllItems(ObjectReference akTransferTo, bool abKeepOwnership, bool abSilent)
    • Removes all items from this container, optionall transferring them to another one.
  • Function RemoveInventoryEventFilter(Form akFilter)
    • Remove a specific inventory event filter.
  • Function RemoveItem(Form akItemToRemove, int aiCount, bool abSilent)
    • Removes the passed in item from this object's inventory.
  • Function Reset(ObjectReference akTarget)
    • Resets this object reference, optionally placing the object at the new target.
  • Function Say(Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead)
    • Causes this reference to speak a topic as if it were the specified actor.
  • Function SendStealAlarm(Actor akThief)
    • Sends a steal alarm as if this reference had just been stolen by the actor.
  • Function SetActorCause(Actor akActor)
    • Sets this actor as this object's actor cause.
  • Function SetActorOwner(ActorBase akActorBase)
    • Sets this actor base as this object's owner.
  • Function SetAngle(float afXAngle, float afYAngle, float afZAngle)
    • Sets this object's rotation. Angles are in degrees.
  • Function SetAnimationVariableBool(string asVariableName, bool abNewValue)
    • Sets the value of a variable on the reference's animation graph (bool version).
  • Function SetAnimationVariableFloat(string asVariableName, float afNewValue)
    • Sets the value of a variable on the reference's animation graph (float version).
  • Function SetAnimationVariableInt(string asVariableName, int aiNewValue)
    • Sets the value of a variable on the reference's animation graph (int version).
  • Function SetDestroyed(bool abDestroyed)
    • Sets or clears this object's destroyed flag.
  • Function SetFactionOwner(Faction akFaction)
    • Sets this faction as this object's owner.
  • Function SetLockLevel(int aiLockLevel)
    • Sets the lock level on this object.
  • Function SetMotionType(int aiMotionType, bool abAllowActivate)
    • Sets the havok motion type on this object.
  • Function SetNoFavorAllowed(bool abNoFavor)
    • Sets or clears this object's ability to be not used by a teammate for a favor
  • Function SetOpen(bool abOpen)
    • Opens or closes this object.
  • Function SetPosition(float afX, float afY, float afZ)
    • Sets this object's position.
  • Function SetScale(float afScale)
    • Set the current scale of the object
  • Function SplineTranslateTo(float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSplineCurve, float afSpeed)
    • Makes the object translate to the given pos/orient on a spline.
  • Function SplineTranslateToRef(ObjectReference arTarget, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)
    • Makes the reference translate to the target ref position/orient on a spline at the given speed
  • Function SplineTranslateToRefNode(ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)
    • Makes the reference translate to the target node's position/orient on a spline at the given speed
  • Function StopTranslation()
    • Stops any translation on the object.
  • Function TetherToHorse(ObjectReference akHorse)
    • Tether a prisoner cart to the given horse.
  • Function TranslateTo(float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSpeed)
    • Makes the object translate to the given pos/orient.
  • Function TranslateToRef(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed)
    • Makes the reference translate to the target ref position/orient at the given speed
  • bool Function WaitForAnimationEvent(string asEventName)
    • Waits for the animation graph to send the specified event.

Events

  • Event OnActivate(ObjectReference akActionRef)
    • Event received when this object is activated.
  • Event OnAttachedToCell()
    • Event received when this reference moves from a detached cell to an attached one.
  • Event OnCellAttach()
    • Event received when this reference's parent cell attaches.
  • Event OnCellDetach()
    • Event received when this reference's parent cell detaches.
  • Event OnCellLoad()
    • Event received when everything in the cell that holds this reference has loaded.
  • Event OnClose(ObjectReference akActionRef)
    • Event received when this object is finished closing.
  • Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
    • Event received when an object moves into/out of/between containers.
  • Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
    • Event received when this object's destruction stage has worsened.
  • Event OnDetachedFromCell()
    • Event received when this object moves from an attached cell to a detached cell.
  • Event OnEquipped(Actor akActor)
    • Event received when this object is equipped by an actor.
  • Event OnGrab()
    • Event received when this object is grabbed (z-keyed) by the player.
  • Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
    • Event received when this object is hit with a weapon or projectile.
  • Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
    • Event received when an item is inserted into this object's container.
  • Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
    • Event received when an item is removed from this object's container.
  • Event OnLoad()
    • Event received when this object's 3d is loaded and ready.
  • Event OnLockStateChanged()
    • Event received when the lock on this object changes its state.
  • Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
    • Event received when a magic effect is attempting to be applied to this reference.
  • Event OnOpen(ObjectReference akActionRef)
    • Event received when this object is fully opened.
  • Event OnRead()
    • Event received when this object is read. (Only applies to books)
  • Event OnRelease()
    • Event received when this object is released by the player (stopped z-keying).
  • Event OnReset()
    • Event received when this object is reset.
  • Event OnSell(Actor akSeller)
    • Event received when this object is sold by someone.
  • Event OnSpellCast(Form akSpell)
    • Event received when this object casts a spell.
  • Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
    • Event received when this trap object hits a target.
  • Event OnTrapHitStart(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
    • Event received when this trap object starts colliding with a target.
  • Event OnTrapHitStop(ObjectReference akTarget)
    • Event received when this trap object stops colliding with a target.
  • Event OnTranslationAlmostComplete()
    • Event received when a translation request is almost complete.
  • Event OnTranslationComplete()
    • Event received when a translation request is complete.
  • Event OnTranslationFailed()
    • Event received when a translation request has failed.
  • Event OnTrigger(ObjectReference akActionRef)
    • Event received when this object is triggered.
  • Event OnTriggerEnter(ObjectReference akActionRef)
    • Event received when this object's volume is entered.
  • Event OnTriggerLeave(ObjectReference akActionRef)
    • Event received when this object's volume is left.
  • Event OnUnequipped(Actor akActor)
    • Event received when this object is unequipped by an actor.
  • Event OnUnload()
    • Event received when this object's 3d has been unloaded.
  • Event OnWardHit(ObjectReference akCaster, Spell akSpell, int aiStatus)
    • Event called when the object reference is using a ward that is hit by a spell.