Difference between revisions of "RegisterForModEvent - Form"

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imported>Jbezorg
(Created page with "Registers a custom event callback for given event name. Registrations have to be refreshed after each game load. Examples: RegisterForModEvent("myCustomEvent", "MyModEventC...")
 
imported>Templar-von-Midgard
(Edited to be a bit more like the vanilla reference pages)
Line 1: Line 1:
[[Category:Scripting]]
[[Category:Papyrus]]
'''SKSE Member of:''' [[ActiveMagicEffect Script]], [[Alias Script]], and [[Form Script]]
Registers a custom event callback for given event name.
Registers a custom event callback for given event name.
Registrations have to be refreshed after each game load.
Registrations have to be refreshed after each game load.


Examples:
== Syntax ==
  RegisterForModEvent("myCustomEvent", "MyModEventCallback")
<source lang="papyrus">
Function RegisterForModEvent(string eventName, string callbackName) native
 
;The event:
Event callbackName(string eventName, string strArg, float numArg, Form sender)
EndEvent
</source>
 
== Parameters ==
*eventName: The name of the event sent by SendModEvent.
 
*callbackName: The name by which you can catch the event.
 
== Examples ==
<source lang="papyrus">
; Register to receive the ModEvent:
; named HectorHitMe with the callback of OnHectorHitMe
RegisterForModEvent("HectorHitMe", "OnHectorHitMe")
 
Event OnHectorHitMe(string eventName, string strArg, float numArg, Form sender)
;Do something
EndEvent
</source>
 
== Notes ==
*Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
*You must register for ModEvents after every game load!


Event signature of custom event callbacks:
== See Also ==
  Event MyModEventCallback(string eventName, string strArg, float numArg, Form sender)
*[[ActiveMagicEffect Script]]
  endEvent
*[[Alias Script]]
*[[Form Script]]

Revision as of 09:00, 3 July 2013

SKSE Member of: ActiveMagicEffect Script, Alias Script, and Form Script

Registers a custom event callback for given event name. Registrations have to be refreshed after each game load.

Syntax

Function RegisterForModEvent(string eventName, string callbackName) native

;The event:
Event callbackName(string eventName, string strArg, float numArg, Form sender)
EndEvent

Parameters

  • eventName: The name of the event sent by SendModEvent.
  • callbackName: The name by which you can catch the event.

Examples

; Register to receive the ModEvent:
; named HectorHitMe with the callback of OnHectorHitMe
RegisterForModEvent("HectorHitMe", "OnHectorHitMe")

Event OnHectorHitMe(string eventName, string strArg, float numArg, Form sender)
;Do something
EndEvent

Notes

  • Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
  • You must register for ModEvents after every game load!

See Also