Game Script

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Revision as of 16:28, 18 October 2011 by imported>Jlundin (→‎Global Functions)
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Collection of game-specific global functions

Definition

ScriptName Game

Properties

None

Global Functions

  • Function AddAchievement(int aiAchievementID)
    • Adds the specified achievement/trophy to the player's gamer profile.
  • Function AdvanceSkill(string asSkillName, float afMagnitude)
    • Advance the given skill on the player by the provided amount of skill usage
  • bool Function AddHavokBallAndSocketConstraint(ObjectReference arRefA, string arRefANode, ObjectReference arRefB, string arRefBNode, float afRefALocalOffsetX, float afRefALocalOffsetY, float afRefALocalOffsetZ, float afRefBLocalOffsetX, float afRefBLocalOffsetY, float afRefBLocalOffsetZ)
    • Adds a ball-and-socket constraint between two rigid bodies, identified by their ref and node names
  • int Function CalculateFavorCost(int aiFavorPrice)
    • Calculates how many points the player would have to pay for a favor of the specified price.
  • Function ClearPrison()
    • Clears all Prison variables on the PlayerCharacter so the game will know he is out of prison.
  • Function ClearTempEffects()
    • Clears all temp effects (such as terrain effects) in the game.
  • Function DisablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)
    • Disables the specified player controls.
  • Function EnableFastTravel(bool abEnable)
    • Enables or disables the player's ability to fast travel.
  • Function EnablePlayerControls(bool abMovement, bool abFighting, bool abCamSwitch, bool abLooking, bool abSneaking, bool abMenu, bool abActivate, bool abJournalTabs, int aiDisablePOVType)
    • Enables the specified player controls.
  • Function FadeOutGame(bool abFadingOut, bool abBlackFade, float afSecsBeforeFade, float afFadeDuration)
    • Fades the game in and out with the specified parameters.
  • Function FastTravel(ObjectReference akDestination)
    • Fast-travels the player to the specified object's location.
  • Actor Function FindClosestActor(float afX, float afY, float afZ, float afRadius)
    • Finds the closest actor within a given radius of a location
  • Actor Function FindClosestActorFromRef(ObjectReference arCenter, float afRadius)
    • Finds the closest actor within a given radius of a reference
  • ObjectReference Function FindClosestReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
    • Finds the closest reference of any of the base objects in the list within a given radius of a location
  • ObjectReference Function FindClosestReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius)
    • Finds the closest reference of any of the base objects in the list within a given radius of a reference
  • ObjectReference Function FindClosestReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius)
    • Finds the closest reference of a given base object within a given radius of a location
  • ObjectReference Function FindClosestReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius)
    • Finds the closest reference of a given base object within a given radius of a reference
  • Actor Function FindRandomActor(float afX, float afY, float afZ, float afRadius)
    • Finds a random actor within a given radius of a location
  • Actor Function FindRandomActorFromRef(ObjectReference arCenter, float afRadius)
    • Finds a random actor within a given radius of a reference
  • ObjectReference Function FindRandomReferenceOfAnyTypeInList(FormList arBaseObjects, float afX, float afY, float afZ, float afRadius)
    • Finds a random reference of any of the base objects in the list within a given radius of a location
  • ObjectReference Function FindRandomReferenceOfAnyTypeInListFromRef(FormList arBaseObjects, ObjectReference arCenter, float afRadius)
    • Finds a random reference of any of the base objects in the list within a given radius of a reference
  • ObjectReference Function FindRandomReferenceOfType(Form arBaseObject, float afX, float afY, float afZ, float afRadius)
    • Finds a random reference of a given base object within a given radius of a location
  • ObjectReference Function FindRandomReferenceOfTypeFromRef(Form arBaseObject, ObjectReference arCenter, float afRadius)
    • Finds a random reference of a given base object within a given radius of a reference
  • Function ForceFirstPerson()
    • Forces the player camera into 1st-person.
  • Function ForceThirdPerson()
    • Forces the player camera into 3rd-person.
  • Form Function GetForm(int aiFormID)
    • Obtains a Form from the game by its form ID number.
  • float Function GetGameSettingFloat(string asGameSetting)
    • Obtains the value of a float game setting.
  • float Function GetGameSettingInt(string asGameSetting)
    • Obtains the value of an int game setting.
  • float Function GetGameSettingString(string asGameSetting)
    • Obtains the value of a string game setting.
  • Actor Function GetPlayer()
    • Obtains the Actor that represents the player.
  • ObjectReference Function GetPlayerGrabbedRef()
  • Actor Function GetPlayersLastRiddenHorse()
    • Gets this actors last ridden horse if it is the player. Returns None if player has not ridden a horse is not the player.
  • float Function GetRealHoursPassed()
    • Returns the number of real-life hours that have passed playing the game.
  • Function HideTitleSequenceMenu()
    • Hides the title sequence menu.
  • Function IncrementSkill(string asSkillName)
    • Advances the provided Skill by the one point (for the player only).
  • Function IncrementSkillBy(string asSkillName, int aiCount)
    • Advances the provided Skill by the given number of points (for the player only).
  • Function IncrementStat(string asStatName, int aiModAmount) native global
    • Modifies the specified MiscStat by the given amount
  • bool Function IsActivateControlsEnabled()
    • Are the activation controls enabled?
  • bool Function IsCamSwitchControlsEnabled()
    • Are the camera switch controls enabled?
  • bool Function IsFastTravelEnabled()
    • Is fast travel enabled?
  • bool Function IsFightingControlsEnabled()
    • Are the fighting controls enabled?
  • bool Function IsJournalControlsEnabled()
    • Are the journal menu controls enabled?
  • bool Function IsLookingControlsEnabled()
    • Are the looking controls enabled?
  • bool Function IsMenuControlsEnabled()
    • Are the menu controls enabled?
  • bool Function IsMovementControlsEnabled()
    • Are the movement controls enabled?
  • bool Function IsSneakingControlsEnabled()
    • Are the sneaking controls enabled?
  • bool Function IsWordUnlocked(WordOfPower akWord)
    • Is the word of power unlocked on the player?
  • Function PlayBink(string asFileName, bool abInterruptible, bool abMuteAudio, bool abMuteMusic, bool abLetterbox)
    • Plays a bink video
  • Function PrecacheCharGen()
    • Precaches all the data used by character gen to avoid hitches with file I/O.
  • Function PrecacheCharGenClear()
    • Clears all the previously cached data used by character gen.
  • int Function QueryStat(string asStat)
    • Queries the given stat and returns its value.
  • Function QuitToMainMenu()
    • Forces the game back to the main menu.
  • bool Function RemoveHavokConstraints(ObjectReference arFirstRef, string arFirstRefNodeName, ObjectReference arSecondRef, string arSecondRefNodeName)
    • Removes any constraint between two rigid bodies
  • Function RequestAutoSave()
    • Requests for an auto-save to be made.
  • Function RequestModel(string asModelName)
    • Requests the specified model.
  • Function RequestSave()
    • Requests for a normal save to be made.
  • Function SendWereWolfTransformation()
    • Finds an actor in high who can detect the player to call werewolf crime on the player
  • Function ServeTime()
    • Has the player serve their jail time.
  • Function SetBeastForm(bool abEntering)
    • Flags the player as being in/out of "beast form".
  • Function SetCameraTarget(Actor arTarget)
    • Sets the camera target actor
  • Function SetHudCartMode(bool abSetCartMode)
    • Flags the HUD as being in "cart mode" or not.
  • Function SetInChargen(bool abDisableSaving, bool abDisableWaiting, bool abShowControlsDisabledMessage)
    • Enable/disable various functionality which we want in chargen.
  • Function SetPlayerAIDriven(bool abAIDriven)
    • Enables or disables the AI driven flag on the player.
  • Function SetPlayerReportCrime(bool abReportCrime)
    • Set the state of the player as an actor who commits crimes
  • Function SetSittingRotation(float afValue)
    • Set the player's sitting camera offset rotation.
  • Function ShakeCamera(ObjectReference akSource, float afStrength)
    • Shakes the camera from the specified location with the specified strength.
  • Function ShakeController(float afLeftStrength, float afRightStrength, float afDuration)
    • Shakes the controller for the specified amount of time.
  • Function ShowFirstPersonGeometry(bool abShow)
    • Shows or hides the first-person geometry
  • Function ShowRaceMenu()
    • Shows the race/sex change menu.
  • Function ShowTitleSequenceMenu()
    • Shows the title sequence menu.
  • Function ShowTrainingMenu(Actor aActor)
    • Shows the training menu provided by actor parameter.
  • Function StartTitleSequence(string asSequenceName)
    • Plays the specified sequence in the title menu.
  • Function TeachWord(WordOfPower akWord)
  • Function TriggerScreenBlood(int aiValue)
    • Trigger on-screen blood splatter.
  • Function UnlockWord(WordOfPower akWord)
    • Unlocks the specified WordOfPower so the player can use it
  • bool Function UsingGamepad()
    • Returns whether the player is using a gamepad or not.

Member Functions

None

Events

None