Difference between revisions of "GetDetected"

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m (added note)
(Added note that detection doesn't seem to care about whether subject can actually see the target)
 
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== Example ==
== Example ==
Used in Story Manager's Kill Actor event, the following condition function would check if the player was detected by the actor they killed.
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]]


http://i.imgur.com/7W7xTlQ.png


== Notes ==
== Notes ==
The condition function does not relate to sneaking. Whether sneaking or not, the target actor can be undetected.
* 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]