Difference between revisions of "GetDetected"
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imported>B1gBadDaddy 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 | 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 == | == 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.
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.