IsPlayerActionActive
Revision as of 21:50, 14 November 2013 by imported>Egocarib (Category:Condition Functions)
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. |
12 | CAST_SELF_SPELL | |
13 | SHOUT | Functionally the same as CAST_SPELL, only specific to shouting. |
14 | ACTOR_COLLISION |