OnPlayerLoadGame - Actor

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Revision as of 13:08, 1 July 2012 by imported>JustinOther (→‎Examples: 'Once per save load' simplified via "Run Once")
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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

Normal use

; 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

Do something exactly once per save load

Say you need something to happen exactly once every time a save is loaded including the first and you're using a ReferenceAlias filled with the Player. In the below example with a quest flagged as "Start Game Enabled" and set to "Run Once" from within its Quest Data Tab, we maintain a Float Property (valueless in editor) 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 Property fYourModVersion Auto

Event OnInit()
	Maintenance()
EndEvent
 
Function Maintenance()
	If fYourModVersion < 1.23 ; Current version
		If fYourModVersion
			Debug.Trace("Updating from version " + fYourModVersion)
		Else
			Debug.Trace("Initializing for the first time.")
		EndIf
		fYourModVersion = 1.23
	EndIf
EndFunction
  • Use 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.

See Also