Difference between revisions of "ObjectReference Script"
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== Member Functions == | == Member Functions == | ||
'''Function [[Activate - ObjectReference|Activate]](ObjectReference akActivator)''' | |||
*Have the passed in reference activate this object. | |||
'''Function [[AddInventoryEventFilter - ObjectReference|AddInventoryEventFilter]](Form akFilter)''' | |||
*Adds an inventory event filter to this reference. | |||
'''Function [[AddItem - ObjectReference|AddItem]](Form akItemToAdd, int aiCount, bool abSilent)''' | |||
*Adds the passed in item to this object's inventory. | |||
'''Function [[AddKeyIfNeeded - ObjectReference|AddKeyIfNeeded]](ObjectReference ObjectWithNeededKey)''' | |||
*Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already. | |||
'''Function [[AddToMap - ObjectReference|AddToMap]](bool abAllowFastTravel)''' | |||
*Adds this map marker to the map, optionally making it available for fast travel. | |||
'''Function [[ApplyHavokImpulse - ObjectReference|ApplyHavokImpulse]](float afX, float afY, float afZ, float afMagnitude)''' | |||
*Apply a Havok impulse force to this object. | |||
'''Function [[BlockActivation - ObjectReference|BlockActivation]](bool abBlocked)''' | |||
*Blocks (or unblocks) normal activation processing for this reference. | |||
'''int Function [[CalculateEncounterLevel - ObjectReference|CalculateEncounterLevel]](int aiDifficulty)''' | |||
*Calculate this object's encounter level, using the specified difficulty. | |||
'''bool Function [[CanFastTravelToMarker - ObjectReference|CanFastTravelToMarker]]()''' | |||
*Can the player fast travel to this map marker? | |||
'''Function [[ClearDestruction - ObjectReference|ClearDestruction]]()''' | |||
*Clears all effects of destruction from this object. | |||
'''int Function [[CountLinkedRefChain - ObjectReference|CountLinkedRefChain]](keyword apKeyword, int maxExpectedLinkedRefs)''' | |||
*Counts the number of linked refs that are in a linked Ref chain | |||
'''Function [[CreateDetectionEvent - ObjectReference|CreateDetectionEvent]](Actor akOwner, int aiSoundLevel)''' | |||
*Create a detection event at this reference, with the specified owner. | |||
'''Function [[DamageObject - ObjectReference|DamageObject]](float afDamage)''' | |||
*Damages this object and advances the destruction stage. | |||
'''Function [[Delete - ObjectReference|Delete]]()''' | |||
*Deletes this object. | |||
'''Function [[DeleteWhenAble - ObjectReference|DeleteWhenAble]]()''' | |||
*Waits until this reference is out of the loaded area and then deletes it | |||
'''Function [[Disable - ObjectReference|Disable]](bool abFadeOut)''' | |||
*Disables this object. | |||
'''Function [[DisableLinkChain - ObjectReference|DisableLinkChain]](Keyword apKeyword, bool abFadeOut)''' | |||
*Disables all of the references that are linked, in a chain, to this one. | |||
'''Function [[DisableNoWait - ObjectReference|DisableNoWait]](bool abFadeOut)''' | |||
*Disables this object and does not wait for the object to be disable or faded out. | |||
'''Function [[DropObject - ObjectReference|DropObject]](Form akObject, int aiCount)''' | |||
*Drops the specified object from this object's inventory. | |||
'''Function [[Enable - ObjectReference|Enable]](bool abFadeIn)''' | |||
*Enables this object. | |||
'''Function [[EnableFastTravel - ObjectReference|EnableFastTravel]](bool abEnable) native''' | |||
*Enables or disables fast travel to this map marker. | |||
'''Function [[EnableLinkChain - ObjectReference|EnableLinkChain]](Keyword apKeyword)''' | |||
*Enables all of the references that are linked, in a chain, to this one. | |||
'''Function [[EnableNoWait - ObjectReference|EnableNoWait]](bool abFadeIn)''' | |||
*Enables this object and does not wait for the object to be enabled or faded in. | |||
'''Function [[ForceAddRagdollToWorld - ObjectReference|ForceAddRagdollToWorld]]() native''' | |||
*Forcibly adds the ragdoll of a reference to the world | |||
'''Function [[ForceRemoveRagdollFromWorld - ObjectReference|ForceRemoveRagdollFromWorld]]() native''' | |||
*Forcibly removes the ragdoll of a reference from the world | |||
'''ActorBase Function [[GetActorOwner - ObjectReference|GetActorOwner]]()''' | |||
*Obtains the actor base that owns this object. | |||
'''float Function [[GetAngleX - ObjectReference|GetAngleX]]()''' | |||
*Obtains this object's rotation around the x axis. | |||
'''float Function [[GetAngleY - ObjectReference|GetAngleY]]()''' | |||
*Obtains this object's rotation around the y axis. | |||
'''float Function [[GetAngleZ - ObjectReference|GetAngleZ]]()''' | |||
*Obtains this object's rotation around the z axis. | |||
'''bool Function [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]](string asVariableName)''' | |||
*Fetches the value of a variable on the reference's animation graph (bool version). | |||
'''float Function [[GetAnimationVariableFloat - ObjectReference|GetAnimationVariableFloat]](string asVariableName)''' | |||
*Fetches the value of a variable on the reference's animation graph (float version). | |||
'''int Function [[GetAnimationVariableInt - ObjectReference|GetAnimationVariableInt]](string asVariableName)''' | |||
*Fetches the value of a variable on the reference's animation graph (int version). | |||
'''Form Function [[GetBaseObject - ObjectReference|GetBaseObject]]()''' | |||
*Obtains this reference's base object. | |||
'''int Function [[GetCurrentDestructionStage - ObjectReference|GetCurrentDestructionStage]]()''' | |||
*Gets the object's current stage of destruction. | |||
'''Location Function [[GetCurrentLocation - ObjectReference|GetCurrentLocation]]()''' | |||
*Obtains this reference's current location. | |||
'''Scene Function [[GetCurrentScene - ObjectReference|GetCurrentScene]]()''' | |||
*Obtains the scene that this reference is currently participating in, if any. | |||
'''float Function [[GetDistance - ObjectReference|GetDistance]](ObjectReference akOther)''' | |||
*Calculates the distance between this object and the passed in one. | |||
'''Location Function [[GetEditorLocation - ObjectReference|GetEditorLocation]]()''' | |||
*Obtains this reference's editor location. | |||
'''Faction Function [[GetFactionOwner - ObjectReference|GetFactionOwner]]()''' | |||
*Gets the faction that owns this reference. | |||
'''float Function [[GetHeadingAngle - ObjectReference|GetHeadingAngle]](ObjectReference akOther)''' | |||
*Gets the angle between this object's heading, and the direction the other object is in. | |||
'''float Function [[GetHeight - ObjectReference|GetHeight]]()''' | |||
*Gets the height of this object | |||
'''int Function [[GetItemCount - ObjectReference|GetItemCount]](Form akItem)''' | |||
*Returns how many of the specified item is in this object's inventory. | |||
'''float Function [[GetItemHealthPercent - ObjectReference|GetItemHealthPercent]]()''' | |||
*Returns the item health percent of this object (1.0 == 100%). | |||
'''Key Function [[GetKey - ObjectReference|GetKey]]()''' | |||
*Obtains the key that unlocks this object (if any). | |||
'''float Function [[GetLength - ObjectReference|GetLength]]()''' | |||
*Obtains the length of this object. | |||
'''ObjectReference Function [[GetLinkedRef - ObjectReference|GetLinkedRef]](Keyword apKeyword)''' | |||
*Returns our linked reference for the given Keyword, if any. | |||
'''int Function [[GetLockLevel - ObjectReference|GetLockLevel]]()''' | |||
*Obtains the level of the lock on this object. | |||
'''float Function [[GetMass - ObjectReference|GetMass]]()''' | |||
*Obtains this object's mass in Havok. | |||
'''ObjectReference Function [[GetNthLinkedRef - ObjectReference|GetNthLinkedRef]](int aiLinkedRef)''' | |||
*Obtains the nth linked ref from this object. | |||
'''int Function [[GetOpenState - ObjectReference|GetOpenState]]()''' | |||
*Obtains this object's current "open state". | |||
'''Cell Function [[GetParentCell - ObjectReference|GetParentCell]]()''' | |||
*Obtains the cell this object is currently in. | |||
'''float Function [[GetPositionX - ObjectReference|GetPositionX]]()''' | |||
*Returns this object's current X position. | |||
'''float Function [[GetPositionY - ObjectReference|GetPositionY]]()''' | |||
*Returns this object's current Y position. | |||
'''float Function [[GetPositionZ - ObjectReference|GetPositionZ]]()''' | |||
*Returns this object's current Z position. | |||
'''float Function [[GetScale - ObjectReference|GetScale]]()''' | |||
*Get this object's current scale. | |||
'''int Function [[GetTriggerObjectCount - ObjectReference|GetTriggerObjectCount]]()''' | |||
*Returns the number of objects inside this trigger volume. | |||
'''VoiceType function [[GetVoiceType - ObjectReference|GetVoiceType]]()''' | |||
*Obtains the [[VoiceType Script|VoiceType]] for this actor or talking activator. | |||
'''float Function [[GetWidth - ObjectReference|GetWidth]]()''' | |||
*Get the current width of the object. | |||
'''Worldspace Function [[GetWorldSpace - ObjectReference|GetWorldSpace]]()''' | |||
*Returns the worldspace this reference is in. | |||
'''bool Function [[HasEffectKeyword - ObjectReference|HasEffectKeyword]](Keyword akKeyword)''' | |||
*Returns if this reference has an active effect coming from a magic effect with the specified keyword attached | |||
'''bool Function [[HasNode - ObjectReference|HasNode]](string asNodeName)''' | |||
*Returns if this reference has the specified name node in its 3D. | |||
'''bool Function [[HasRefType - ObjectReference|HasRefType]](LocationRefType akRefType)''' | |||
*Returns if this reference has the specified [[LocationRefType Script|LocationRefType]] attached. | |||
'''Function [[IgnoreFriendlyHits - ObjectReference|IgnoreFriendlyHits]](bool abIgnore)''' | |||
*Flags this reference as ignoring (or not ignoring) friendly hits | |||
'''Function [[InterruptCast - ObjectReference|InterruptCast]]()''' | |||
*Interrupts any spellcasting this object may be doing. | |||
'''bool Function [[IsActivateChild - ObjectReference|IsActivateChild]](ObjectReference akChild)''' | |||
*Returns whether the passed in reference is an activate child of this reference. | |||
'''bool Function [[IsActivationBlocked - ObjectReference|IsActivationBlocked]]()''' | |||
*Returns whether normal activation processing is currently blocked on this reference or not. | |||
'''bool Function [[Is3DLoaded - ObjectReference|Is3DLoaded]]()''' | |||
*Checks to see if this reference's 3D data is currently loaded or not. | |||
'''bool Function [[IsDisabled - ObjectReference|IsDisabled]]()''' | |||
*Is this object currently disabled? | |||
'''bool Function [[IsEnabled - ObjectReference|IsEnabled]]()''' | |||
*Is this object currently enabled? | |||
'''bool Function [[IsFurnitureInUse - ObjectReference|IsFurnitureInUse]](bool abIgnoreReserved)''' | |||
*Is any furniture marker on this object in use? | |||
'''bool Function [[IsFurnitureMarkerInUse - ObjectReference|IsFurnitureMarkerInUse]](int aiMarker, bool abIgnoreReserved)''' | |||
*Is the specified furniture marker on this object in use? | |||
'''bool Function [[IsIgnoringFriendlyHits - ObjectReference|IsIgnoringFriendlyHits]]()''' | |||
*Is this object ignoring friendly hits? | |||
'''bool Function [[IsInDialogueWithPlayer - ObjectReference|IsInDialogueWithPlayer]]()''' | |||
*Is this actor or talking activator currently talking to the player? | |||
'''bool Function [[IsInInterior - ObjectReference|IsInInterior ]] ()''' | |||
*Returns true if the object is in an interior cell. | |||
'''bool Function [[IsInLocation - ObjectReference|IsInLocation]] (Location akLocation)''' | |||
*Returns true if the object is currently in that location or a child of that location. | |||
'''bool Function [[IsLocked - ObjectReference|IsLocked]]()''' | |||
*Is the lock on this object locked? | |||
'''bool Function [[IsMapMarkerVisible - ObjectReference|IsMapMarkerVisible]]()''' | |||
*Is this map marker visible to the player? | |||
'''bool Function [[IsNearPlayer - ObjectReference|IsNearPlayer]]()''' | |||
*A quick-and-dirty function to tell if this object is safe to enable or disable | |||
'''Function [[KnockAreaEffect - ObjectReference|KnockAreaEffect]](float afMagnitude, float afRadius)''' | |||
*Executes a knock effect to an area | |||
'''Function [[Lock - ObjectReference|Lock]](bool abLock, bool abAsOwner)''' | |||
*Locks or unlocks this object. | |||
'''Function [[MoveTo - ObjectReference|MoveTo]](ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation)''' | |||
*Moves this object to the same location as the passed-in reference, offset by the specified amount. | |||
'''bool Function [[MoveToIfUnloaded - ObjectReference|MoveToIfUnloaded]](ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset)''' | |||
*Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded. | |||
'''Function [[MoveToInteractionLocation - ObjectReference|MoveToInteractionLocation]](ObjectReference akTarget)''' | |||
*Moves this object to the specified object's interaction location. | |||
'''Function [[MoveToMyEditorLocation - ObjectReference|MoveToMyEditorLocation]]()''' | |||
*Moves this object to its own editor location. | |||
'''Function [[MoveToNode - ObjectReference|MoveToNode]](ObjectReference akTarget, string asNodeName)''' | |||
*Moves this object to the position (and rotation) of the specified node on the specified object's 3D | |||
'''Actor Function [[PlaceActorAtMe - ObjectReference|PlaceActorAtMe]](ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone)''' | |||
*Create an actor at this object's location. | |||
'''ObjectReference Function [[PlaceAtMe - ObjectReference|PlaceAtMe]](Form akFormToPlace, int aiCount)''' | |||
*Places x copies of the passed in form at this object's current position, returning the last one created. | |||
'''bool Function [[PlayAnimation - ObjectReference|PlayAnimation]](string asAnimation)''' | |||
*Plays the specified animation on this object, returning immediately. | |||
'''bool Function [[PlayAnimationAndWait - ObjectReference|PlayAnimationAndWait]](string asAnimation, string asEventName)''' | |||
*Plays the specified animation on this object and waits for the specified event before returning. (latent) | |||
'''bool Function [[PlayGamebryoAnimation - ObjectReference|PlayGamebryoAnimation]](string asAnimation, bool abStartOver, float afEaseInTime)''' | |||
*Plays a legacy nif file based animation | |||
'''bool Function [[PlayImpactEffect - ObjectReference|PlayImpactEffect]] (ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation)''' | |||
*Plays an impact effect. | |||
'''bool Function [[PlaySyncedAnimationAndWaitSS - ObjectReference|PlaySyncedAnimationAndWaitSS]](string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2)''' | |||
*Plays two animations simultaneously, waiting for events from both. | |||
'''bool Function [[PlaySyncedAnimationSS - ObjectReference|PlaySyncedAnimationSS]](string asAnimation1, ObjectReference akObj2, string asAnimation2)''' | |||
*Plays two animations simultaneously. | |||
'''Function [[PlayTerrainEffect - ObjectReference | PlayTerrainEffect]] (string asEffectModelName, string asAttachBoneName)''' | |||
*Plays a terrain effect. | |||
'''Function [[ProcessTrapHit - ObjectReference|ProcessTrapHit]](ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger)''' | |||
*Tells this object to handle the specified trap object hitting it. | |||
'''Function [[PushActorAway - ObjectReference|PushActorAway]](Actor akActorToPush, int aiKnockbackDamage)''' | |||
*Pushes the other actor away from this object as if hit by the specified amount of knockback damage. | |||
'''bool Function [[RampRumble - ObjectReference|RampRumble]](float power, float duration, float falloff)''' | |||
*Shakes cam/controller based on distance from player | |||
'''Function [[RemoveAllInventoryEventFilters - ObjectReference|RemoveAllInventoryEventFilters]]()''' | |||
*Remove all inventory event filters on this reference. | |||
'''Function [[RemoveAllItems - ObjectReference|RemoveAllItems]](ObjectReference akTransferTo, bool abKeepOwnership, bool abSilent)''' | |||
*Removes all items from this container, optionall transferring them to another one. | |||
'''Function [[RemoveInventoryEventFilter - ObjectReference|RemoveInventoryEventFilter]](Form akFilter)''' | |||
*Remove a specific inventory event filter. | |||
'''Function [[RemoveItem - ObjectReference|RemoveItem]](Form akItemToRemove, int aiCount, bool abSilent)''' | |||
*Removes the passed in item from this object's inventory. | |||
'''Function [[Reset - ObjectReference|Reset]](ObjectReference akTarget)''' | |||
*Resets this object reference, optionally placing the object at the new target. | |||
'''Function [[Say - ObjectReference|Say]](Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead)''' | |||
*Causes this reference to speak a topic as if it were the specified actor. | |||
'''Function [[SendStealAlarm - ObjectReference|SendStealAlarm]](Actor akThief)''' | |||
*Sends a steal alarm as if this reference had just been stolen by the actor. | |||
'''Function [[SetActorCause - ObjectReference|SetActorCause]](Actor akActor)''' | |||
*Sets this actor as this object's actor cause. | |||
'''Function [[SetActorOwner - ObjectReference|SetActorOwner]](ActorBase akActorBase)''' | |||
*Sets this actor base as this object's owner. | |||
'''Function [[SetAngle - ObjectReference|SetAngle]](float afXAngle, float afYAngle, float afZAngle)''' | |||
*Sets this object's rotation. Angles are in degrees. | |||
'''Function [[SetAnimationVariableBool - ObjectReference|SetAnimationVariableBool]](string asVariableName, bool abNewValue)''' | |||
*Sets the value of a variable on the reference's animation graph (bool version). | |||
'''Function [[SetAnimationVariableFloat - ObjectReference|SetAnimationVariableFloat]](string asVariableName, float afNewValue)''' | |||
*Sets the value of a variable on the reference's animation graph (float version). | |||
'''Function [[SetAnimationVariableInt - ObjectReference|SetAnimationVariableInt]](string asVariableName, int aiNewValue)''' | |||
*Sets the value of a variable on the reference's animation graph (int version). | |||
'''Function [[SetDestroyed - ObjectReference|SetDestroyed]](bool abDestroyed)''' | |||
*Sets or clears this object's destroyed flag. | |||
'''Function [[SetFactionOwner - ObjectReference|SetFactionOwner]](Faction akFaction)''' | |||
*Sets this faction as this object's owner. | |||
'''Function [[SetLockLevel - ObjectReference|SetLockLevel]](int aiLockLevel)''' | |||
*Sets the lock level on this object. | |||
'''Function [[SetMotionType - ObjectReference|SetMotionType]](int aiMotionType, bool abAllowActivate)''' | |||
*Sets the havok motion type on this object. | |||
'''Function [[SetNoFavorAllowed - ObjectReference|SetNoFavorAllowed]](bool abNoFavor)''' | |||
*Sets or clears this object's ability to be not used by a teammate for a favor | |||
'''Function [[SetOpen - ObjectReference|SetOpen]](bool abOpen)''' | |||
*Opens or closes this object. | |||
'''Function [[SetPosition - ObjectReference|SetPosition]](float afX, float afY, float afZ)''' | |||
*Sets this object's position. | |||
'''Function [[SetScale - ObjectReference|SetScale]](float afScale)''' | |||
*Set the current scale of the object | |||
'''Function [[SplineTranslateTo - ObjectReference|SplineTranslateTo]](float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSplineCurve, float afSpeed)''' | |||
*Makes the object translate to the given pos/orient on a spline. | |||
'''Function [[SplineTranslateToRef - ObjectReference|SplineTranslateToRef]](ObjectReference arTarget, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)''' | |||
*Makes the reference translate to the target ref position/orient on a spline at the given speed | |||
'''Function [[SplineTranslateToRefNode - ObjectReference|SplineTranslateToRefNode]](ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)''' | |||
*Makes the reference translate to the target node's position/orient on a spline at the given speed | |||
'''Function [[StopTranslation - ObjectReference|StopTranslation]]()''' | |||
*Stops any translation on the object. | |||
'''Function [[TetherToHorse - ObjectReference|TetherToHorse]](ObjectReference akHorse)''' | |||
*Tether a prisoner cart to the given horse. | |||
'''Function [[TranslateTo - ObjectReference|TranslateTo]](float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSpeed, float afMaxRotationSpeed)''' | |||
*Makes the object translate to the given pos/orient. | |||
'''Function [[TranslateToRef - ObjectReference|TranslateToRef]](ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed)''' | |||
*Makes the reference translate to the target ref position/orient at the given speed | |||
'''bool Function [[WaitForAnimationEvent - ObjectReference|WaitForAnimationEvent]](string asEventName)''' | |||
*Waits for the animation graph to send the specified event. | |||
== Events == | == Events == |
Revision as of 12:56, 20 February 2012
Extends: Form Script
Script for the manipulation of object instances.
If you are adding a script to an object that is going to be a reference in the world (like a button for example) your script will need to extend this script.
Definition
ScriptName ObjectReference extends Form
Properties
- float X [read-only]: The current X position of the reference.
- float Y [read-only]: The current Y position of the reference.
- float Z [read-only]: The current Z position of the reference.
Global Functions
None
Member Functions
Function Activate(ObjectReference akActivator)
- Have the passed in reference activate this object.
Function AddInventoryEventFilter(Form akFilter)
- Adds an inventory event filter to this reference.
Function AddItem(Form akItemToAdd, int aiCount, bool abSilent)
- Adds the passed in item to this object's inventory.
Function AddKeyIfNeeded(ObjectReference ObjectWithNeededKey)
- Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.
Function AddToMap(bool abAllowFastTravel)
- Adds this map marker to the map, optionally making it available for fast travel.
Function ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude)
- Apply a Havok impulse force to this object.
Function BlockActivation(bool abBlocked)
- Blocks (or unblocks) normal activation processing for this reference.
int Function CalculateEncounterLevel(int aiDifficulty)
- Calculate this object's encounter level, using the specified difficulty.
bool Function CanFastTravelToMarker()
- Can the player fast travel to this map marker?
Function ClearDestruction()
- Clears all effects of destruction from this object.
int Function CountLinkedRefChain(keyword apKeyword, int maxExpectedLinkedRefs)
- Counts the number of linked refs that are in a linked Ref chain
Function CreateDetectionEvent(Actor akOwner, int aiSoundLevel)
- Create a detection event at this reference, with the specified owner.
Function DamageObject(float afDamage)
- Damages this object and advances the destruction stage.
Function Delete()
- Deletes this object.
Function DeleteWhenAble()
- Waits until this reference is out of the loaded area and then deletes it
Function Disable(bool abFadeOut)
- Disables this object.
Function DisableLinkChain(Keyword apKeyword, bool abFadeOut)
- Disables all of the references that are linked, in a chain, to this one.
Function DisableNoWait(bool abFadeOut)
- Disables this object and does not wait for the object to be disable or faded out.
Function DropObject(Form akObject, int aiCount)
- Drops the specified object from this object's inventory.
Function Enable(bool abFadeIn)
- Enables this object.
Function EnableFastTravel(bool abEnable) native
- Enables or disables fast travel to this map marker.
Function EnableLinkChain(Keyword apKeyword)
- Enables all of the references that are linked, in a chain, to this one.
Function EnableNoWait(bool abFadeIn)
- Enables this object and does not wait for the object to be enabled or faded in.
Function ForceAddRagdollToWorld() native
- Forcibly adds the ragdoll of a reference to the world
Function ForceRemoveRagdollFromWorld() native
- Forcibly removes the ragdoll of a reference from the world
ActorBase Function GetActorOwner()
- Obtains the actor base that owns this object.
float Function GetAngleX()
- Obtains this object's rotation around the x axis.
float Function GetAngleY()
- Obtains this object's rotation around the y axis.
float Function GetAngleZ()
- Obtains this object's rotation around the z axis.
bool Function GetAnimationVariableBool(string asVariableName)
- Fetches the value of a variable on the reference's animation graph (bool version).
float Function GetAnimationVariableFloat(string asVariableName)
- Fetches the value of a variable on the reference's animation graph (float version).
int Function GetAnimationVariableInt(string asVariableName)
- Fetches the value of a variable on the reference's animation graph (int version).
Form Function GetBaseObject()
- Obtains this reference's base object.
int Function GetCurrentDestructionStage()
- Gets the object's current stage of destruction.
Location Function GetCurrentLocation()
- Obtains this reference's current location.
Scene Function GetCurrentScene()
- Obtains the scene that this reference is currently participating in, if any.
float Function GetDistance(ObjectReference akOther)
- Calculates the distance between this object and the passed in one.
Location Function GetEditorLocation()
- Obtains this reference's editor location.
Faction Function GetFactionOwner()
- Gets the faction that owns this reference.
float Function GetHeadingAngle(ObjectReference akOther)
- Gets the angle between this object's heading, and the direction the other object is in.
float Function GetHeight()
- Gets the height of this object
int Function GetItemCount(Form akItem)
- Returns how many of the specified item is in this object's inventory.
float Function GetItemHealthPercent()
- Returns the item health percent of this object (1.0 == 100%).
Key Function GetKey()
- Obtains the key that unlocks this object (if any).
float Function GetLength()
- Obtains the length of this object.
ObjectReference Function GetLinkedRef(Keyword apKeyword)
- Returns our linked reference for the given Keyword, if any.
int Function GetLockLevel()
- Obtains the level of the lock on this object.
float Function GetMass()
- Obtains this object's mass in Havok.
ObjectReference Function GetNthLinkedRef(int aiLinkedRef)
- Obtains the nth linked ref from this object.
int Function GetOpenState()
- Obtains this object's current "open state".
Cell Function GetParentCell()
- Obtains the cell this object is currently in.
float Function GetPositionX()
- Returns this object's current X position.
float Function GetPositionY()
- Returns this object's current Y position.
float Function GetPositionZ()
- Returns this object's current Z position.
float Function GetScale()
- Get this object's current scale.
int Function GetTriggerObjectCount()
- Returns the number of objects inside this trigger volume.
VoiceType function GetVoiceType()
- Obtains the VoiceType for this actor or talking activator.
float Function GetWidth()
- Get the current width of the object.
Worldspace Function GetWorldSpace()
- Returns the worldspace this reference is in.
bool Function HasEffectKeyword(Keyword akKeyword)
- Returns if this reference has an active effect coming from a magic effect with the specified keyword attached
bool Function HasNode(string asNodeName)
- Returns if this reference has the specified name node in its 3D.
bool Function HasRefType(LocationRefType akRefType)
- Returns if this reference has the specified LocationRefType attached.
Function IgnoreFriendlyHits(bool abIgnore)
- Flags this reference as ignoring (or not ignoring) friendly hits
Function InterruptCast()
- Interrupts any spellcasting this object may be doing.
bool Function IsActivateChild(ObjectReference akChild)
- Returns whether the passed in reference is an activate child of this reference.
bool Function IsActivationBlocked()
- Returns whether normal activation processing is currently blocked on this reference or not.
bool Function Is3DLoaded()
- Checks to see if this reference's 3D data is currently loaded or not.
bool Function IsDisabled()
- Is this object currently disabled?
bool Function IsEnabled()
- Is this object currently enabled?
bool Function IsFurnitureInUse(bool abIgnoreReserved)
- Is any furniture marker on this object in use?
bool Function IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved)
- Is the specified furniture marker on this object in use?
bool Function IsIgnoringFriendlyHits()
- Is this object ignoring friendly hits?
bool Function IsInDialogueWithPlayer()
- Is this actor or talking activator currently talking to the player?
bool Function IsInInterior ()
- Returns true if the object is in an interior cell.
bool Function IsInLocation (Location akLocation)
- Returns true if the object is currently in that location or a child of that location.
bool Function IsLocked()
- Is the lock on this object locked?
bool Function IsMapMarkerVisible()
- Is this map marker visible to the player?
bool Function IsNearPlayer()
- A quick-and-dirty function to tell if this object is safe to enable or disable
Function KnockAreaEffect(float afMagnitude, float afRadius)
- Executes a knock effect to an area
Function Lock(bool abLock, bool abAsOwner)
- Locks or unlocks this object.
Function MoveTo(ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation)
- Moves this object to the same location as the passed-in reference, offset by the specified amount.
bool Function MoveToIfUnloaded(ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset)
- Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded.
Function MoveToInteractionLocation(ObjectReference akTarget)
- Moves this object to the specified object's interaction location.
Function MoveToMyEditorLocation()
- Moves this object to its own editor location.
Function MoveToNode(ObjectReference akTarget, string asNodeName)
- Moves this object to the position (and rotation) of the specified node on the specified object's 3D
Actor Function PlaceActorAtMe(ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone)
- Create an actor at this object's location.
ObjectReference Function PlaceAtMe(Form akFormToPlace, int aiCount)
- Places x copies of the passed in form at this object's current position, returning the last one created.
bool Function PlayAnimation(string asAnimation)
- Plays the specified animation on this object, returning immediately.
bool Function PlayAnimationAndWait(string asAnimation, string asEventName)
- Plays the specified animation on this object and waits for the specified event before returning. (latent)
bool Function PlayGamebryoAnimation(string asAnimation, bool abStartOver, float afEaseInTime)
- Plays a legacy nif file based animation
bool Function PlayImpactEffect (ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation)
- Plays an impact effect.
bool Function PlaySyncedAnimationAndWaitSS(string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2)
- Plays two animations simultaneously, waiting for events from both.
bool Function PlaySyncedAnimationSS(string asAnimation1, ObjectReference akObj2, string asAnimation2)
- Plays two animations simultaneously.
Function PlayTerrainEffect (string asEffectModelName, string asAttachBoneName)
- Plays a terrain effect.
Function ProcessTrapHit(ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger)
- Tells this object to handle the specified trap object hitting it.
Function PushActorAway(Actor akActorToPush, int aiKnockbackDamage)
- Pushes the other actor away from this object as if hit by the specified amount of knockback damage.
bool Function RampRumble(float power, float duration, float falloff)
- Shakes cam/controller based on distance from player
Function RemoveAllInventoryEventFilters()
- Remove all inventory event filters on this reference.
Function RemoveAllItems(ObjectReference akTransferTo, bool abKeepOwnership, bool abSilent)
- Removes all items from this container, optionall transferring them to another one.
Function RemoveInventoryEventFilter(Form akFilter)
- Remove a specific inventory event filter.
Function RemoveItem(Form akItemToRemove, int aiCount, bool abSilent)
- Removes the passed in item from this object's inventory.
Function Reset(ObjectReference akTarget)
- Resets this object reference, optionally placing the object at the new target.
Function Say(Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead)
- Causes this reference to speak a topic as if it were the specified actor.
Function SendStealAlarm(Actor akThief)
- Sends a steal alarm as if this reference had just been stolen by the actor.
Function SetActorCause(Actor akActor)
- Sets this actor as this object's actor cause.
Function SetActorOwner(ActorBase akActorBase)
- Sets this actor base as this object's owner.
Function SetAngle(float afXAngle, float afYAngle, float afZAngle)
- Sets this object's rotation. Angles are in degrees.
Function SetAnimationVariableBool(string asVariableName, bool abNewValue)
- Sets the value of a variable on the reference's animation graph (bool version).
Function SetAnimationVariableFloat(string asVariableName, float afNewValue)
- Sets the value of a variable on the reference's animation graph (float version).
Function SetAnimationVariableInt(string asVariableName, int aiNewValue)
- Sets the value of a variable on the reference's animation graph (int version).
Function SetDestroyed(bool abDestroyed)
- Sets or clears this object's destroyed flag.
Function SetFactionOwner(Faction akFaction)
- Sets this faction as this object's owner.
Function SetLockLevel(int aiLockLevel)
- Sets the lock level on this object.
Function SetMotionType(int aiMotionType, bool abAllowActivate)
- Sets the havok motion type on this object.
Function SetNoFavorAllowed(bool abNoFavor)
- Sets or clears this object's ability to be not used by a teammate for a favor
Function SetOpen(bool abOpen)
- Opens or closes this object.
Function SetPosition(float afX, float afY, float afZ)
- Sets this object's position.
Function SetScale(float afScale)
- Set the current scale of the object
Function SplineTranslateTo(float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSplineCurve, float afSpeed)
- Makes the object translate to the given pos/orient on a spline.
Function SplineTranslateToRef(ObjectReference arTarget, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)
- Makes the reference translate to the target ref position/orient on a spline at the given speed
Function SplineTranslateToRefNode(ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)
- Makes the reference translate to the target node's position/orient on a spline at the given speed
Function StopTranslation()
- Stops any translation on the object.
Function TetherToHorse(ObjectReference akHorse)
- Tether a prisoner cart to the given horse.
Function TranslateTo(float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSpeed, float afMaxRotationSpeed)
- Makes the object translate to the given pos/orient.
Function TranslateToRef(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed)
- Makes the reference translate to the target ref position/orient at the given speed
bool Function WaitForAnimationEvent(string asEventName)
- Waits for the animation graph to send the specified event.
Events
- Event OnActivate(ObjectReference akActionRef)
- Event received when this object is activated.
- Event OnAttachedToCell()
- Event received when this reference moves from a detached cell to an attached one.
- Event OnCellAttach()
- Event received when this reference's parent cell attaches.
- Event OnCellDetach()
- Event received when this reference's parent cell detaches.
- Event OnCellLoad()
- Event received when everything in the cell that holds this reference has loaded.
- Event OnClose(ObjectReference akActionRef)
- Event received when this object is finished closing.
- Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
- Event received when an object moves into/out of/between containers.
- Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
- Event received when this object's destruction stage has worsened.
- Event OnDetachedFromCell()
- Event received when this object moves from an attached cell to a detached cell.
- Event OnEquipped(Actor akActor)
- Event received when this object is equipped by an actor.
- Event OnGrab()
- Event received when this object is grabbed (z-keyed) by the player.
- Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
- Event received when this object is hit with a weapon or projectile.
- Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
- Event received when an item is inserted into this object's container.
- Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
- Event received when an item is removed from this object's container.
- Event OnLoad()
- Event received when this object's 3d is loaded and ready.
- Event OnLockStateChanged()
- Event received when the lock on this object changes its state.
- Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
- Event received when a magic effect is attempting to be applied to this reference.
- Event OnOpen(ObjectReference akActionRef)
- Event received when this object is fully opened.
- Event OnRead()
- Event received when this object is read. (Only applies to books)
- Event OnRelease()
- Event received when this object is released by the player (stopped z-keying).
- Event OnReset()
- Event received when this object is reset.
- Event OnSell(Actor akSeller)
- Event received when this object is sold by someone.
- Event OnSpellCast(Form akSpell)
- Event received when this object casts a spell.
- Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
- Event received when this trap object hits a target.
- Event OnTrapHitStart(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
- Event received when this trap object starts colliding with a target.
- Event OnTrapHitStop(ObjectReference akTarget)
- Event received when this trap object stops colliding with a target.
- Event OnTranslationAlmostComplete()
- Event received when a translation request is almost complete.
- Event OnTranslationComplete()
- Event received when a translation request is complete.
- Event OnTranslationFailed()
- Event received when a translation request has failed.
- Event OnTrigger(ObjectReference akActionRef)
- Event received when this object is triggered.
- Event OnTriggerEnter(ObjectReference akActionRef)
- Event received when this object's volume is entered.
- Event OnTriggerLeave(ObjectReference akActionRef)
- Event received when this object's volume is left.
- Event OnUnequipped(Actor akActor)
- Event received when this object is unequipped by an actor.
- Event OnUnload()
- Event received when this object's 3d has been unloaded.
- Event OnWardHit(ObjectReference akCaster, Spell akSpell, int aiStatus)
- Event called when the object reference is using a ward that is hit by a spell.