Difference between revisions of "OnObjectEquipped - Actor"
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imported>Scrivener07 (Undo revision 41197 by IsharaMeradin (talk)) |
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== Notes == | == Notes == | ||
*An [[OnObjectUnequipped - Actor|OnObjectUnequipped()]] event will always get sent before [[OnObjectEquipped - Actor|OnObjectEquipped()]] when equipping an item to an occupied equipment slot. | *An [[OnObjectUnequipped - Actor|OnObjectUnequipped()]] event will always get sent before [[OnObjectEquipped - Actor|OnObjectEquipped()]] when equipping an item to an occupied equipment slot. | ||
**The OnObjectEquipped() event does not wait for the OnObjectUnequipped() event to complete before starting. Adding the Utility.Wait(n) function at the beginning of the OnObjectEquipped() event script can help ensure it waits for the first event to finish. | |||
== See Also == | == See Also == |
Revision as of 00:43, 7 November 2013
Member of: Actor Script
Event called when the actor equips an object.
Syntax
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
Parameters
- akBaseObject: The base object the actor just equipped.
- akReference: The reference that the actor just equipped - if the reference is persistent. Otherwise, None.
Examples
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
if akBaseObject as Weapon
Debug.Trace("This actor just equipped a weapon!")
endIf
endEvent
Notes
- An OnObjectUnequipped() event will always get sent before OnObjectEquipped() when equipping an item to an occupied equipment slot.
- The OnObjectEquipped() event does not wait for the OnObjectUnequipped() event to complete before starting. Adding the Utility.Wait(n) function at the beginning of the OnObjectEquipped() event script can help ensure it waits for the first event to finish.