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) |
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[[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 == | ||
<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! | |||
== See Also == | |||
*[[ActiveMagicEffect Script]] | |||
*[[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!