ObjectReference Script
Revision as of 01:01, 20 November 2013 by imported>Dienes (→Member Functions: Added ObjectReference akOtherContainer to RemoveItem)
Extends: Form Script
Script for the manipulation of object instances.
If you are adding a script to an object that is going to be a reference in the world (like a button for example) your script will need to extend this script.
Definition
ScriptName ObjectReference extends Form
Properties
- float X [read-only]: The current X position of the reference.
- float Y [read-only]: The current Y position of the reference.
- float Z [read-only]: The current Z position of the reference.
These properties are meant to be used when calling SetMotionType:
- int Motion_Dynamic [read-only]: 1
- int Motion_SphereInertia [read-only]: 2
- int Motion_BoxInertia [read-only]: 3
- int Motion_Keyframed [read-only]: 4
- int Motion_Fixed [read-only]: 5
- int Motion_ThinBoxInertia [read-only]: 6
- int Motion_Character [read-only]: 7
Global Functions
None
Member Functions
Function | Description |
---|---|
Activate(ObjectReference akActivator) | Have the passed in reference activate this object. |
AddInventoryEventFilter(Form akFilter) | Adds an inventory event filter to this reference. |
AddItem(Form akItemToAdd, Int aiCount, Bool abSilent) | Adds the passed in item to this object's inventory. |
AddKeyIfNeeded(ObjectReference ObjectWithNeededKey) | Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already. |
AddToMap(Bool abAllowFastTravel) | Adds this map marker to the map, optionally making it available for fast travel. |
ApplyHavokImpulse(Float afX, Float afY, Float afZ, Float afMagnitude) | Apply a Havok impulse force to this object. |
BlockActivation(Bool abBlocked) | Blocks normal activation processing for this reference. |
Int CalculateEncounterLevel(Int aiDifficulty) | Calculate this object's encounter level, using the specified difficulty. |
Bool CanFastTravelToMarker() | Can the player fast travel to this map marker? |
ClearDestruction() | Clears all effects of destruction from this object. |
Int CountLinkedRefChain(Keyword apKeyword, Int maxExpectedLinkedRefs) | Counts the number of linked refs that are in a linked Ref chain |
CreateDetectionEvent(Actor akOwner, Int aiSoundLevel) | Create a detection event at this reference, with the specified owner. |
DamageObject(Float afDamage) | Damages this object and advances the destruction stage. |
Delete() | Deletes this object. |
DeleteWhenAble() | Waits until this reference is out of the loaded area and then deletes it |
Disable(Bool abFadeOut) | Disables this object. |
DisableLinkChain(Keyword apKeyword, Bool abFadeOut) | Disables all of the references that are linked, in a chain, to this one. |
DisableNoWait(Bool abFadeOut) | Disables this object and does not wait for the object to be disable or faded out. |
DropObject(Form akObject, Int aiCount) | Drops the specified object from this object's inventory. |
Enable(Bool abFadeIn) | Enables this object. |
EnableFastTravel(Bool abEnable) | Enables or disables fast travel to this map marker. |
EnableLinkChain(Keyword apKeyword) | Enables all of the references that are linked, in a chain, to this one. |
EnableNoWait(Bool abFadeIn) | Enables this object and does not wait for the object to be enabled or faded in. |
ForceAddRagdollToWorld() | Forcibly adds the ragdoll of a reference to the world |
ForceRemoveRagdollFromWorld() | Forcibly removes the ragdoll of a reference from the world |
ActorBase GetActorOwner() | Obtains the actor base that owns this object. |
Float GetAngleX() | Obtains this object's rotation around the x axis. |
Float GetAngleY() | Obtains this object's rotation around the y axis. |
Float GetAngleZ() | Obtains this object's rotation around the z axis. |
Bool GetAnimationVariableBool(String asVariableName) | Fetches the value of a variable on the reference's animation graph (bool version). |
Float GetAnimationVariableFloat(String asVariableName) | Fetches the value of a variable on the reference's animation graph (float version). |
Int GetAnimationVariableInt(String asVariableName) | Fetches the value of a variable on the reference's animation graph (int version). |
Form GetBaseObject() | Obtains this reference's base object. |
Int GetCurrentDestructionStage() | Gets the object's current stage of destruction. |
Location GetCurrentLocation() | Obtains this reference's current location. |
Scene GetCurrentScene() | Obtains the scene that this reference is currently participating in, if any. |
Float GetDistance(ObjectReference akOther) | Calculates the distance between this object and the passed in one. |
Location GetEditorLocation() | Obtains this reference's editor location. |
Faction GetFactionOwner() | Gets the faction that owns this reference. |
Float GetHeadingAngle(ObjectReference akOther) | Gets the angle between this object's heading, and the direction the other object is in. |
Float GetHeight() | Gets the height of this object |
Int GetItemCount(Form akItem) | Returns how many of the specified item is in this object's inventory. |
Float GetItemHealthPercent() | Returns the item health percent of this object (1.0 == 100%). |
Key GetKey() | Obtains the key that unlocks this object (if any). |
Float GetLength() | Obtains the length of this object. |
ObjectReference GetLinkedRef(Keyword apKeyword) | Returns our linked reference for the given Keyword, if any. |
Int GetLockLevel() | Obtains the level of the lock on this object. |
Float GetMass() | Obtains this object's mass in Havok. |
ObjectReference GetNthLinkedRef(Int aiLinkedRef) | Obtains the nth linked ref from this object. |
Int GetOpenState() | Obtains this object's current "open state". |
Cell GetParentCell() | Obtains the cell this object is currently in. |
Float GetPositionX() | Returns this object's current X position. |
Float GetPositionY() | Returns this object's current Y position. |
Float GetPositionZ() | Returns this object's current Z position. |
Float GetScale() | Get this object's current scale. |
Int GetTriggerObjectCount() | Returns the number of objects inside this trigger volume. |
VoiceType GetVoiceType() | Obtains the VoiceType for this actor or talking activator. |
Float GetWidth() | Get the current width of the object. |
Worldspace GetWorldSpace() | Returns the worldspace this reference is in. |
Bool HasEffectKeyword(Keyword akKeyword) | Returns if this reference has an active effect coming from a magic effect with the specified keyword attached |
Bool HasNode(String asNodeName) | Returns if this reference has the specified name node in its 3D. |
Bool HasRefType(LocationRefType akRefType) | Returns if this reference has the specified LocationRefType attached. |
IgnoreFriendlyHits(Bool abIgnore) | Flags this reference as ignoring (or not ignoring) friendly hits |
InterruptCast() | Interrupts any spellcasting this object may be doing. |
Bool IsActivateChild(ObjectReference akChild) | Returns whether the passed in reference is an activate child of this reference. |
Bool IsActivationBlocked() | Returns whether normal activation processing is currently blocked on this reference or not. |
Bool Is3DLoaded() | Checks to see if this reference's 3D data is currently loaded or not. |
Bool IsDeleted() | Checks to see if this object is currently flagged for delete. |
Bool IsDisabled() | Is this object currently disabled? |
Bool IsEnabled() | Is this object currently enabled? |
Bool IsFurnitureInUse(Bool abIgnoreReserved) | Is any furniture marker on this object in use? |
Bool IsFurnitureMarkerInUse(Int aiMarker, Bool abIgnoreReserved) | Is the specified furniture marker on this object in use? |
Bool IsIgnoringFriendlyHits() | Is this object ignoring friendly hits? |
Bool IsInDialogueWithPlayer() | Is this actor or talking activator currently talking to the player? |
Bool IsInInterior() | Returns true if the object is in an interior cell. |
Bool IsInLocation(Location akLocation) | Returns true if the object is currently in that location or a child of that location. |
Bool IsLocked() | Is the lock on this object locked? |
Bool IsMapMarkerVisible() | Is this map marker visible to the player? |
Bool IsNearPlayer() | A quick-and-dirty function to tell if this object is safe to enable or disable |
KnockAreaEffect(Float afMagnitude, Float afRadius) | Executes a knock effect to an area |
Lock(Bool abLock, Bool abAsOwner) | Locks or unlocks this object. |
MoveTo(ObjectReference akTarget, Float afXOffset, Float afYOffset, Float afZOffset, Bool abMatchRotation) | Moves this object to the same location as the passed-in reference, offset by the specified amount. |
Bool MoveToIfUnloaded(ObjectReference akTarget, Float afXOffset, Float afYOffset, Float afZOffset) | Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded. |
MoveToInteractionLocation(ObjectReference akTarget) | Moves this object to the specified object's interaction location. |
MoveToMyEditorLocation() | Moves this object to its own editor location. |
MoveToNode(ObjectReference akTarget, String asNodeName) | Moves this object to the position (and rotation) of the specified node on the specified object's 3D |
Actor PlaceActorAtMe(ActorBase akActorToPlace, Int aiLevelMod, EncounterZone akZone) | Create an actor at this object's location. |
ObjectReference PlaceAtMe(Form akFormToPlace, Int aiCount) | Places x copies of the passed in form at this object's current position, returning the last one created. |
Bool PlayAnimation(String asAnimation) | Plays the specified animation on this object, returning immediately. |
Bool PlayAnimationAndWait(String asAnimation, String asEventName) | Plays the specified animation on this object and waits for the specified event before returning. (latent) |
Bool PlayGamebryoAnimation(String asAnimation, Bool abStartOver, Float afEaseInTime) | Plays a legacy nif file based animation |
Bool PlayImpactEffect(ImpactDataSet akImpactEffect, String asNodeName, Float afPickDirX, Float afPickDirY, Float afPickDirZ, Float afPickLength, Bool abApplyNodeRotation, Bool abUseNodeLocalRotation) | Plays an impact effect. |
Bool PlaySyncedAnimationAndWaitSS(String asAnimation1, String asEvent1, ObjectReference akObj2, String asAnimation2, String asEvent2) | Plays two animations simultaneously, waiting for events from both. |
Bool PlaySyncedAnimationSS(String asAnimation1, ObjectReference akObj2, String asAnimation2) | Plays two animations simultaneously. |
PlayTerrainEffect(String asEffectModelName, String asAttachBoneName) | Plays a terrain effect. |
ProcessTrapHit(ObjectReference akTrap, Float afDamage, Float afPushback, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Float afStagger) | Tells this object to handle the specified trap object hitting it. |
PushActorAway(Actor akActorToPush, Int aiKnockbackDamage) | Pushes the other actor away from this object as if hit by the specified amount of knockback damage. |
Bool RampRumble(Float power, Float duration, Float falloff) | Shakes cam/controller based on distance from player |
RemoveAllInventoryEventFilters() | Remove all inventory event filters on this reference. |
RemoveAllItems(ObjectReference akTransferTo, Bool abKeepOwnership, Bool abSilent) | Removes all items from this container, optionall transferring them to another one. |
RemoveInventoryEventFilter(Form akFilter) | Remove a specific inventory event filter. |
RemoveItem(Form akItemToRemove, Int aiCount, Bool abSilent, ObjectReference akOtherContainer) | Removes the passed in item from this object's inventory. |
Reset(ObjectReference akTarget) | Resets this object reference, optionally placing the object at the new target. |
Say(Topic akTopicToSay, Actor akActorToSpeakAs, Bool abSpeakInPlayersHead) | Causes this reference to speak a topic as if it were the specified actor. |
SendStealAlarm(Actor akThief) | Sends a steal alarm as if this reference had just been stolen by the actor. |
SetActorCause(Actor akActor) | Sets this actor as this object's actor cause. |
SetActorOwner(ActorBase akActorBase) | Sets this actor base as this object's owner. |
SetAngle(Float afXAngle, Float afYAngle, Float afZAngle) | Sets this object's rotation. Angles are in degrees. |
SetAnimationVariableBool(String asVariableName, Bool abNewValue) | Sets the value of a variable on the reference's animation graph (bool version). |
SetAnimationVariableFloat(String asVariableName, Float afNewValue) | Sets the value of a variable on the reference's animation graph (float version). |
SetAnimationVariableInt(String asVariableName, Int aiNewValue) | Sets the value of a variable on the reference's animation graph (int version). |
SetDestroyed(Bool abDestroyed) | Sets or clears this object's destroyed flag. |
SetFactionOwner(Faction akFaction) | Sets this faction as this object's owner. |
SetLockLevel(Int aiLockLevel) | Sets the lock level on this object. |
SetMotionType(Int aiMotionType, Bool abAllowActivate) | Sets the havok motion type on this object. |
SetNoFavorAllowed(Bool abNoFavor) | Sets or clears this object's ability to be not used by a teammate for a favor |
SetOpen(Bool abOpen) | Opens or closes this object. |
SetPosition(Float afX, Float afY, Float afZ) | Sets this object's position. |
SetScale(Float afScale) | Set the current scale of the object |
SplineTranslateTo(Float afX, Float afY, Float afZ, Float afAngleX, Float afAngleY, Float afAngleZ, Float afSplineCurve, Float afSpeed) | Makes the object translate to the given pos/orient on a spline. |
SplineTranslateToRef(ObjectReference arTarget, Float afTangentMagnitude, Float afSpeed, Float afMaxRotationSpeed) | Makes the reference translate to the target ref position/orient on a spline at the given speed |
SplineTranslateToRefNode(ObjectReference arTarget, String arNodeName, Float afTangentMagnitude, Float afSpeed, Float afMaxRotationSpeed) | Makes the reference translate to the target node's position/orient on a spline at the given speed |
StopTranslation() | Stops any translation on the object. |
TetherToHorse(ObjectReference akHorse) | Tether a prisoner cart to the given horse. |
TranslateTo(Float afX, Float afY, Float afZ, Float afAngleX, Float afAngleY, Float afAngleZ, Float afSpeed, Float afMaxRotationSpeed) | Makes the object translate to the given pos/orient. |
TranslateToRef(ObjectReference arTarget, Float afSpeed, Float afMaxRotationSpeed) | Makes the reference translate to the target ref position/orient at the given speed |
Bool WaitForAnimationEvent(String asEventName) | Waits for the animation graph to send the specified event. |
SKSE Member Functions
Function | Description |
---|---|
Int GetNumItems() | (Container only) Returns the number of forms in the container. |
Form GetNthForm(Int index) | (Container only) Returns the specified form from the container. |
Float GetTotalItemWeight() | (Container only - perhaps Player only) Returns the total weight of all items held in the container. |
Float GetTotalArmorWeight() | (Container only - perhaps Player only) Returns the total weight of the armor in the container. |
Bool IsHarvested() | (Flora and Tree only) Returns whether the flora has been harvested or not. |
SetHarvested(Bool harvested) | Sets whether the Reference has been harvested. |
SetItemHealthPercent(Float health) | Set the item's tempering. 1.0 is no tempering, 1.6 appears to be legendary. Values below 1.0 do nothing. |
Float GetItemMaxCharge() | Gets the maximum charge of the item. |
Float GetItemCharge() | Gets the current charge of the item. |
SetItemCharge(Float charge) | Sets the item's charge to the specified amount. |
ResetInventory() | Resets the References inventory. |
Bool IsOffLimits() |
Events
Function | Description |
---|---|
OnActivate(ObjectReference akActionRef) | Event received when this object is activated. |
OnAttachedToCell() | Event received when this reference moves from a detached cell to an attached one. |
OnCellAttach() | Event received when this reference's parent cell attaches. |
OnCellDetach() | Event received when this reference's parent cell detaches. |
OnCellLoad() | Event received when everything in the cell that holds this reference has loaded. |
OnClose(ObjectReference akActionRef) | Event received when this object is finished closing. |
OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) | Event received when an object moves into/out of/between containers. |
OnDestructionStageChanged(Int aiOldStage, Int aiCurrentStage) | Event received when this object's destruction stage has worsened. |
OnDetachedFromCell() | Event received when this object moves from an attached cell to a detached cell. |
OnEquipped(Actor akActor) | Event received when this object is equipped by an actor. |
OnGrab() | Event received when this object is grabbed (z-keyed) by the player. |
OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) | Event received when this object is hit with a weapon or projectile. |
OnItemAdded(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) | Event received when an item is inserted into this object's container. |
OnItemRemoved(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) | Event received when an item is removed from this object's container. |
OnLoad() | Event received when this object's 3d is loaded and ready. |
OnLockStateChanged() | Event received when the lock on this object changes its state. |
OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) | Event received when a magic effect is attempting to be applied to this reference. |
OnOpen(ObjectReference akActionRef) | Event received when this object is fully opened. |
OnRead() | Event received when this object is read. (Only applies to books) |
OnRelease() | Event received when this object is released by the player (stopped z-keying). |
OnReset() | Event received when this object is reset. |
OnSell(Actor akSeller) | Event received when this object is sold by someone. |
OnSpellCast(Form akSpell) | Event received when this object casts a spell. |
OnTrapHit(ObjectReference akTarget, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Bool abInitialHit, Int aeMotionType) | Event received when this trap object hits a target. |
OnTrapHitStart(ObjectReference akTarget, Float afXVel, Float afYVel, Float afZVel, Float afXPos, Float afYPos, Float afZPos, Int aeMaterial, Bool abInitialHit, Int aeMotionType) | Event received when this trap object starts colliding with a target. |
OnTrapHitStop(ObjectReference akTarget) | Event received when this trap object stops colliding with a target. |
OnTranslationAlmostComplete() | Event received when a translation request is almost complete. |
OnTranslationComplete() | Event received when a translation request is complete. |
OnTranslationFailed() | Event received when a translation request has failed. |
OnTrigger(ObjectReference akActionRef) | Event received when this object is triggered. |
OnTriggerEnter(ObjectReference akActionRef) | Event received when this object's volume is entered. |
OnTriggerLeave(ObjectReference akActionRef) | Event received when this object's volume is left. |
OnUnequipped(Actor akActor) | Event received when this object is unequipped by an actor. |
OnUnload() | Event received when this object's 3d has been unloaded. |
OnWardHit(ObjectReference akCaster, Spell akSpell, Int aiStatus) | Event called when the object reference is using a ward that is hit by a spell. |