Difference between revisions of "Talk:IsSneaking - Actor"
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imported>MaboroshiDaikon |
imported>MaboroshiDaikon |
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:I deleted a bunch of code and comments as I've figured out what the issue is. In short, when activating a horse in sneak mode, the game takes the player out of sneak mode to mount the horse before the OnActivate block on the horse can run. Using a BlockActivation(true) on the horse ahead of time will allow you to properly check the OnSneak condition of the player. Afterwards, you can unlock the activation and activate the horse with the player actor to get the player to mount the horse if that is the desired effect. Not sure why the same doesn't apply for IsWeaponDrawn. | :I deleted a bunch of code and comments as I've figured out what the issue is. In short, when activating a horse in sneak mode, the game takes the player out of sneak mode to mount the horse before the OnActivate block on the horse can run. Using a BlockActivation(true) on the horse ahead of time will allow you to properly check the OnSneak condition of the player. Afterwards, you can unlock the activation and activate the horse with the player actor to get the player to mount the horse if that is the desired effect. Not sure why the same doesn't apply for IsWeaponDrawn. | ||
: -- [[User:MaboroshiDaikon:MaboroshiDaikon]] 13:21, 12 February 2012 (CST) |
Revision as of 14:21, 12 February 2012
Syntax
I can get the following to work as expected:
If (Game.GetPlayer().IsWeaponDrawn() == 1)
;Do Something
EndIf
But the following does not:
If (Game.GetPlayer().IsSneaking() == 1)
;Do Something
EndIf
Tried the following syntax and still no luck:
If (Game.GetPlayer().IsSneaking())
;Do Something
EndIf
- This script worked exactly as I expected:
Scriptname CodeTestScript extends Quest
Event OnInit()
RegisterForUpdate(3)
EndEvent
Event OnUpdate()
if (Game.GetPlayer().IsSneaking())
Debug.Notification("Player is sneaking")
else
Debug.Notification("Player is not sneaking")
endif
EndEvent
- As a side note, this function returns a bool, so why are you comparing it with 1? It's more semantically correct, but just as superfluous, to compare it with true
- -- Cipscis 23:11, 10 February 2012 (EST)
- I was originally using just as you did, but when that didn't work, I switched to the comparison with 1.
- I deleted a bunch of code and comments as I've figured out what the issue is. In short, when activating a horse in sneak mode, the game takes the player out of sneak mode to mount the horse before the OnActivate block on the horse can run. Using a BlockActivation(true) on the horse ahead of time will allow you to properly check the OnSneak condition of the player. Afterwards, you can unlock the activation and activate the horse with the player actor to get the player to mount the horse if that is the desired effect. Not sure why the same doesn't apply for IsWeaponDrawn.
- -- User:MaboroshiDaikon:MaboroshiDaikon 13:21, 12 February 2012 (CST)