Difference between revisions of "ObjectReference Script"

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m (Reverted edits by Heecf (talk) to last revision by JLundin)
imported>Cipscis
(→‎Properties: Added Motion properties)
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*float Y [read-only]: The current Y 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.
*float Z [read-only]: The current Z position of the reference.
These properties are meant to be used when calling [[SetMotionType - ObjectReference|SetMotionType]]:
*int Motion_Dynamic [read-only]: 1
*int Motion_SphereInertia [read-only]: 2
*int Motion_BoxInertia [read-only]: 3
*int Motion_Keyframed [read-only]: 4
*int Motion_Fixed [read-only]: 5
*int Motion_ThinBoxInertia [read-only]: 6
*int Motion_Character [read-only]: 7


== Global Functions ==
== Global Functions ==

Revision as of 17:18, 20 September 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.

These properties are meant to be used when calling SetMotionType:

  • int Motion_Dynamic [read-only]: 1
  • int Motion_SphereInertia [read-only]: 2
  • int Motion_BoxInertia [read-only]: 3
  • int Motion_Keyframed [read-only]: 4
  • int Motion_Fixed [read-only]: 5
  • int Motion_ThinBoxInertia [read-only]: 6
  • int Motion_Character [read-only]: 7

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)

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 IsDeleted()

  • Checks to see if this object is currently flagged for delete.

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.

SKSE Member Functions

int Function GetNumItems()

  • (Container only) Returns the number of forms in the container.

Form Function GetNthForm(int index)

  • (Container only) Returns the specified form from the container.

float Function GetTotalItemWeight()

  • (Container only - perhaps Player only) Returns the total weight of all items held in the container.

float Function GetTotalArmorWeight()

  • (Container only - perhaps Player only) Returns the total weight of the armor in the container.

bool Function IsHarvested()

  • (Flora and Tree only) Returns whether the flora has been harvested or not.

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.