Difference between revisions of "ObjectReference Script"
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== Events == | == Events == | ||
'''Event [[OnActivate - ObjectReference|OnActivate]](ObjectReference akActionRef)''' | |||
*Event received when this object is activated. | |||
'''Event [[OnAttachedToCell - ObjectReference|OnAttachedToCell]]()''' | |||
*Event received when this reference moves from a detached cell to an attached one. | |||
'''Event [[OnCellAttach - ObjectReference|OnCellAttach]]()''' | |||
*Event received when this reference's parent cell attaches. | |||
'''Event [[OnCellDetach - ObjectReference|OnCellDetach]]()''' | |||
*Event received when this reference's parent cell detaches. | |||
'''Event [[OnCellLoad - ObjectReference|OnCellLoad]]()''' | |||
*Event received when everything in the cell that holds this reference has loaded. | |||
'''Event [[OnClose - ObjectReference|OnClose]](ObjectReference akActionRef)''' | |||
*Event received when this object is finished closing. | |||
'''Event [[OnContainerChanged - ObjectReference|OnContainerChanged]](ObjectReference akNewContainer, ObjectReference akOldContainer)''' | |||
*Event received when an object moves into/out of/between containers. | |||
'''Event [[OnDestructionStageChanged - ObjectReference|OnDestructionStageChanged]](int aiOldStage, int aiCurrentStage)''' | |||
*Event received when this object's destruction stage has worsened. | |||
'''Event [[OnDetachedFromCell - ObjectReference|OnDetachedFromCell]]()''' | |||
*Event received when this object moves from an attached cell to a detached cell. | |||
'''Event [[OnEquipped - ObjectReference|OnEquipped]](Actor akActor)''' | |||
*Event received when this object is equipped by an actor. | |||
'''Event [[OnGrab - ObjectReference|OnGrab]]()''' | |||
*Event received when this object is grabbed (z-keyed) by the player. | |||
'''Event [[OnHit - ObjectReference|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 - ObjectReference|OnItemAdded]](Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)''' | |||
*Event received when an item is inserted into this object's container. | |||
'''Event [[OnItemRemoved - ObjectReference|OnItemRemoved]](Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)''' | |||
*Event received when an item is removed from this object's container. | |||
'''Event [[OnLoad - ObjectReference|OnLoad]]()''' | |||
*Event received when this object's 3d is loaded and ready. | |||
'''Event [[OnLockStateChanged - ObjectReference|OnLockStateChanged]]()''' | |||
*Event received when the lock on this object changes its state. | |||
'''Event [[OnMagicEffectApply - ObjectReference|OnMagicEffectApply]](ObjectReference akCaster, MagicEffect akEffect)''' | |||
*Event received when a magic effect is attempting to be applied to this reference. | |||
'''Event [[OnOpen - ObjectReference|OnOpen]](ObjectReference akActionRef)''' | |||
*Event received when this object is fully opened. | |||
'''Event [[OnRead - ObjectReference|OnRead]]()''' | |||
*Event received when this object is read. (Only applies to books) | |||
'''Event [[OnRelease - ObjectReference|OnRelease]]()''' | |||
*Event received when this object is released by the player (stopped z-keying). | |||
'''Event [[OnReset - ObjectReference|OnReset]]()''' | |||
*Event received when this object is reset. | |||
'''Event [[OnSell - ObjectReference|OnSell]](Actor akSeller)''' | |||
*Event received when this object is sold by someone. | |||
'''Event [[OnSpellCast - ObjectReference|OnSpellCast]](Form akSpell)''' | |||
*Event received when this object casts a spell. | |||
'''Event [[OnTrapHit - ObjectReference|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|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|OnTrapHitStop]](ObjectReference akTarget)''' | |||
*Event received when this trap object stops colliding with a target. | |||
'''Event [[OnTranslationAlmostComplete - ObjectReference|OnTranslationAlmostComplete]]()''' | |||
*Event received when a translation request is almost complete. | |||
'''Event [[OnTranslationComplete - ObjectReference|OnTranslationComplete]]()''' | |||
*Event received when a translation request is complete. | |||
'''Event [[OnTranslationFailed - ObjectReference|OnTranslationFailed]]()''' | |||
*Event received when a translation request has failed. | |||
'''Event [[OnTrigger - ObjectReference|OnTrigger]](ObjectReference akActionRef)''' | |||
*Event received when this object is triggered. | |||
'''Event [[OnTriggerEnter - ObjectReference|OnTriggerEnter]](ObjectReference akActionRef)''' | |||
*Event received when this object's volume is entered. | |||
'''Event [[OnTriggerLeave - ObjectReference|OnTriggerLeave]](ObjectReference akActionRef)''' | |||
*Event received when this object's volume is left. | |||
'''Event [[OnUnequipped - ObjectReference|OnUnequipped]](Actor akActor)''' | |||
*Event received when this object is unequipped by an actor. | |||
'''Event [[OnUnload - ObjectReference|OnUnload]]()''' | |||
*Event received when this object's 3d has been unloaded. | |||
'''Event [[OnWardHit - ObjectReference|OnWardHit]](ObjectReference akCaster, Spell akSpell, int aiStatus)''' | |||
*Event called when the object reference is using a ward that is hit by a spell. |
Revision as of 12:57, 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.