Talk:IsSneaking - Actor

Revision as of 11:25, 11 February 2012 by imported>MaboroshiDaikon

Syntax

I can get the following to work as expected:

If (Game.GetPlayer().IsWeaponDrawn() == 1)
	;Do Something
EndIf

But the following does not:

If (Game.GetPlayer().IsSneaking() == 1)
	;Do Something
EndIf

Tried the following syntax and still no luck:

If (Game.GetPlayer().IsSneaking())
	;Do Something
EndIf


This script worked exactly as I expected:
Scriptname CodeTestScript extends Quest  

Event OnInit()
	RegisterForUpdate(3)
EndEvent

Event OnUpdate()

	if (Game.GetPlayer().IsSneaking())
		Debug.Notification("Player is sneaking")
	else
		Debug.Notification("Player is not sneaking")
	endif

EndEvent
As a side note, this function returns a bool, so why are you comparing it with 1? It's more semantically correct, but just as superfluous, to compare it with true
-- Cipscis 23:11, 10 February 2012 (EST)


I was originally using just as you did, but when that didn't work, I switched to the comparison with 1. I'm wondering if this is an issue with the ReferenceAlias type script instead of the command itself. Here's the complete code I'm having issues with:
Scriptname PlayerHorseScript extends ReferenceAlias  


Event OnDeath(Actor akKiller)
	MySelf = GetActorReference()
EndEvent

Event OnUnload()
	If MySelf.IsDead() == 1
		; disable the dead horse if it is unloaded
		MySelf.Disable()
		MySelf.Delete()
		; added a new horse that can be bought at the stables
		Myself = StablesPosition.PlaceActorAtMe(LvlHorseSaddled)
		Alias_HorseRef.ForceRefTo(MySelf)
		Alias_HorseRef.GetRef().SetFactionOwner(StablesFaction)
	EndIf
EndEvent

Event OnActivate(ObjectReference akActionRef)
		
	If (akActionRef == Game.GetPlayer()) 
		If Game.GetPlayer().IsSneaking()
			Debug.MessageBox("Sneak Activate Horse!!")
			HorseChest.Activate(Game.GetPlayer(), true)
		
		Else
			Debug.MessageBox("Normal Activate Horse!! " + HorseChest)
			;HorseChest.Activate(Game.GetPlayer(), true)
		EndIf
		
	EndIf
EndEvent

Actor Property MySelf  Auto  
ObjectReference Property StablesPosition  Auto  
ActorBase Property LvlHorseSaddled  Auto  
ReferenceAlias Property Alias_HorseRef  Auto  
Faction Property StablesFaction  Auto  
ObjectReference Property HorseChest Auto

Replacing IsSneaking() with IsWeaponDrawn() works.

UPDATE- In case things weren't weird enough... this works just fine: EDIT- NOT!
Scriptname PlayerHorseScript extends ReferenceAlias  

bool IsPlayerSneaking

Event OnActivate(ObjectReference akActionRef)
		
	If Game.GetPlayer().IsSneaking()
		IsPlayerSneaking = true
	Else
		IsPlayerSneaking = false
	EndIf
		
	If (akActionRef == Game.GetPlayer() && IsPlayerSneaking) 
		Debug.MessageBox("Sneak Activate Horse!!")
		HorseChest.Activate(Game.GetPlayer(), true)
	Else
		Debug.MessageBox("Normal Activate Horse!! " + HorseChest)
		;HorseChest.Activate(Game.GetPlayer(), true)
	EndIf
		
EndEvent

Okay, if you activate the horse just as the player's feet touch the ground (and the player had been sneaking when mounting previously), it will work. Wait a second and no dice. Not sure what's going on here...

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