Difference between revisions of "GetDetected"

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imported>B1gBadDaddy
(added link to papyrus version)
(Added note that detection doesn't seem to care about whether subject can actually see the target)
 
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Returns 1 if this actor is detected by another actor.
Returns 1 if the "TARGET" actor is detected by the actor chosen as the "Run On" reference.


== Example ==
== Example ==
Used in Story Manager's Kill Actor event, the following condition function would check if the player was undetected by the actor they killed.


[[File:B1gBadDaddy_GetDetected.PNG]]
== Notes ==
* The condition function does not relate to sneaking. Whether sneaking or not, the target actor can be undetected.
* This function does not account for whether the actor can actually ''see'' the target. It might return 1 even if there is a building between the "Run On" reference and the target. To account for that, it may be necessary to use [[GetLineOfSight]].


== See Also ==
== See Also ==

Latest revision as of 03:09, 8 December 2021

Returns 1 if the "TARGET" actor is detected by the actor chosen as the "Run On" reference.

Example[edit | edit source]

Used in Story Manager's Kill Actor event, the following condition function would check if the player was undetected by the actor they killed.

B1gBadDaddy GetDetected.PNG


Notes[edit | edit source]

  • The condition function does not relate to sneaking. Whether sneaking or not, the target actor can be undetected.
  • This function does not account for whether the actor can actually see the target. It might return 1 even if there is a building between the "Run On" reference and the target. To account for that, it may be necessary to use GetLineOfSight.

See Also[edit | edit source]