Difference between revisions of "ObjectReference Script"
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imported>JBurgess |
imported>Gr3y |
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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)
- Returns if this reference has the specified LocationRefType attached.
- 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.