IsPlayerActionActive
Revision as of 10:10, 23 April 2014 by imported>Egocarib
Tests to see if an action is currently being done by the player. Not called on a reference and the parameter is what action you are testing.
NOTE - Multiple actions being performed at the same time will return true for each of the actions.
Actions Index
1 | SWING_MELEE_WEAPON | Player is swinging a melee weapon. Does not include blocking/bashing. |
2 | CAST_SPELL | Player is casting a spell such as Flames. Includes self-targeted spells such as Healing. Does not return true while a spell is charging or in-flight, so spells such as Firebolt, for example, only return true in the moment they are being cast. |
3 | SHOOT_BOW | Returns true from the moment an arrow released until the bow returns to an at-rest position. |
4 | GRAB_OBJECT | Returns true while the player is grabbing a dynamic object (by pressing-and-holding activate) |
5 | JUMPING | |
6 | KNOCKING_OVER_OBJECTS | Returns true if the player is colliding with dynamic objects. |
7 | STAND_ON_TABLE_CHAIR | Returns true when the player is on top of a furniture object. Note that this does not include static objects that have the appearance of a table or a chair. |
8 | ZOOMED_AIM | Returns true of the player is zoomed-in with a bow. (Requires Eagle Eye perk by default) |
9 | DESTROY_OBJECT | Returns true in the moment a player has destroyed an object with Destruction Data. Does not return true when changing destruction states - just when entering the final, destroyed state. |
10 | LOCKED_OBJECT | |
11 | PICKPOCKET | Returns true when the player is sneaking and in range to pickpocket an NPC. The NPC must be targeted in the crosshair (i.e. the condition is true while the pickpocket activate option is available to the player) |
12 | CAST_SELF_SPELL | |
13 | SHOUT | Functionally the same as CAST_SPELL, only specific to shouting. |
14 | ACTOR_COLLISION |