Difference between revisions of "GetParentCell - ObjectReference"

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imported>Bug64
m (Added link to Cell Script)
imported>DavidJCobb
(→‎Notes: note on anomaly with persistent/preplaced items; source is from 2013 so if anyone has more recent info, feel free to replace)
 
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== Notes ==
== Notes ==
If the reference is in an unloaded exterior cell, this function will return None.
* If the reference is in an unloaded exterior cell, this function will return None.
* Non-respawning preplaced items can be "destroyed" if you take them, sell them, and wait for the merchant's inventory to reset. [https://afkmods.iguanadons.net/index.php?/topic/3717-skyrim-the-papyrus-function-getparentcell-and-what-may-happen-when-it-runs-on-a-persistent-reference/ Reportedly], when these references are destroyed, their parent cell is reset to their original spawn location.


== See Also ==
== See Also ==
*[[Cell Script]]
*[[Cell Script]]
*[[ObjectReference Script]]
*[[ObjectReference Script]]

Latest revision as of 02:50, 20 March 2017

Member of: ObjectReference Script

Obtains the Cell this object is currently in.

Syntax[edit | edit source]

Cell Function GetParentCell() native

Parameters[edit | edit source]

None

Return Value[edit | edit source]

The Cell the object is currently in.

Examples[edit | edit source]

; Is this object and the player in the same cell?
if (PinkPony.GetParentCell() == Game.GetPlayer().GetParentCell())
  Debug.Trace("We are in the same cell with the pink pony")
endIf

Notes[edit | edit source]

  • If the reference is in an unloaded exterior cell, this function will return None.
  • Non-respawning preplaced items can be "destroyed" if you take them, sell them, and wait for the merchant's inventory to reset. Reportedly, when these references are destroyed, their parent cell is reset to their original spawn location.

See Also[edit | edit source]