Difference between revisions of "RegisterForModEvent - Form"
Jump to navigation
Jump to search
imported>XJDHDR (→Notes: Deregistration also occurs after an event fires.) |
imported>Darkconsole m (Undo revision 52358 - this is very not true. please present your case in the talk section and we'll work through it.) |
||
Line 35: | Line 35: | ||
*Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed. | *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! | *You must register for ModEvents after every game load! | ||
== See Also == | == See Also == |
Revision as of 03:54, 26 January 2019
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!