Difference between revisions of "OnPlayerLoadGame - Actor"
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imported>JLundin |
imported>JustinOther (→Examples: Added second example) |
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== Examples == | == Examples == | ||
*Syntax | |||
<source lang="papyrus"> | <source lang="papyrus"> | ||
; Event is only sent to the player actor. This would probably be on a magic effect or alias script | ; Event is only sent to the player actor. This would probably be on a magic effect or alias script | ||
Line 20: | Line 21: | ||
Debug.Trace("player loaded a save, do some fancy stuff") | Debug.Trace("player loaded a save, do some fancy stuff") | ||
endEvent | endEvent | ||
</source> | |||
*Say you need something to happen every time a save is loaded ''including'' the first and you're using a ReferenceAlias filled with the Player. In the below example, we maintain a variable such that it will invariably reflect the version loaded. Use an OnInit event in the quest's script to catch the first save load... | |||
<source lang="papyrus">ScriptName YourQuestScript extends Quest | |||
Float fVersion | |||
Event OnInit() | |||
Maintenance() | |||
EndEvent | |||
Function Maintenance() | |||
If fVersion < 1.23 ; Current version | |||
If fVersion | |||
Debug.Trace("Updating from version " + fVersion) | |||
Else | |||
Debug.Trace("Initializing for the first time") | |||
EndIf | |||
fVersion = 1.23 | |||
EndIf | |||
EndFunction</source> | |||
...and your player alias' OnPlayerLoadGame event to catch each consecutive save load... | |||
<source lang="papyrus">ScriptName YourPlayerAliasScript extends ReferenceAlias | |||
YourQuestScript Property QuestScript Auto | |||
Event OnPlayerLoadGame() | |||
QuestScript.Maintenance() | |||
EndEvent | |||
</source> | </source> | ||
Revision as of 07:43, 22 June 2012
Member of: Actor Script (Requires 1.6)
Event called when the player loads a save game. This event is only sent to the player actor. If this is the first save game load where the event is being listened to, and the event is on an alias, and the alias didn't exist at the time the save was made, then the player won't be in the alias by the time the event is sent, and the alias script will not receive the event. It should then receive later events.
Syntax
Event OnPlayerLoadGame()
Parameters
None.
Examples
- Syntax
; Event is only sent to the player actor. This would probably be on a magic effect or alias script
Event OnPlayerLoadGame()
Debug.Trace("player loaded a save, do some fancy stuff")
endEvent
- Say you need something to happen every time a save is loaded including the first and you're using a ReferenceAlias filled with the Player. In the below example, we maintain a variable such that it will invariably reflect the version loaded. Use an OnInit event in the quest's script to catch the first save load...
ScriptName YourQuestScript extends Quest
Float fVersion
Event OnInit()
Maintenance()
EndEvent
Function Maintenance()
If fVersion < 1.23 ; Current version
If fVersion
Debug.Trace("Updating from version " + fVersion)
Else
Debug.Trace("Initializing for the first time")
EndIf
fVersion = 1.23
EndIf
EndFunction
...and your player alias' OnPlayerLoadGame event to catch each consecutive save load...
ScriptName YourPlayerAliasScript extends ReferenceAlias
YourQuestScript Property QuestScript Auto
Event OnPlayerLoadGame()
QuestScript.Maintenance()
EndEvent
Notes
This event is only sent to the player actor. It is recommended that you handle this event via an alias the player is forced into, or a magic effect on the player.