Difference between revisions of "OnTriggerEnter - ObjectReference"
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imported>Thorskin (→Notes) |
imported>Rasikko m (→Notes) |
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*If you set a trigger around a teleport door marker this event will fire for the player but not for NPCs. | *If you set a trigger around a teleport door marker this event will fire for the player but not for NPCs. | ||
*The collision layer associated with a primitive containing the script for this event doesn't detect dead actors. | |||
== See Also == | == See Also == |
Latest revision as of 06:41, 9 October 2021
Member of: ObjectReference Script (Papyrus)
Event called when the object reference is a trigger volume and has been entered.
Syntax[edit | edit source]
Event OnTriggerEnter(ObjectReference akActionRef)
Parameters[edit | edit source]
- akActionRef: The ObjectReference that entered the volume.
Examples[edit | edit source]
Event OnTriggerEnter(ObjectReference akActionRef)
Debug.Trace(akActionRef + " just entered us!")
EndEvent
Notes[edit | edit source]
- This event can be received out of order with OnTriggerLeave, so it's ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
Int InTrigger = 0
Event OnTriggerEnter(ObjectReference akTriggerRef)
if (InTrigger == 0)
if akTriggerRef == Game.GetPlayer()
InTrigger += 1
debug.notification("Entered Trigger")
endif
endif
EndEvent
Event OnTriggerLeave(ObjectReference akTriggerRef)
if (InTrigger > 0)
if akTriggerRef == Game.GetPlayer()
InTrigger -= 1
debug.notification("Leaving Trigger")
endif
endif
EndEvent
- If you set a trigger around a teleport door marker this event will fire for the player but not for NPCs.
- The collision layer associated with a primitive containing the script for this event doesn't detect dead actors.