List of Papyrus Functions

Revision as of 10:17, 25 August 2013 by imported>CraftySentinel (→‎E)
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This Page Contains lists of all Papyrus Scripting Functions including SKSE functions.

The left column indicates in which base script the function is defined and also has a SKSE suffix if the function was added by SKSE.

Contents
A B C D E F G H I J K L M N O P Q R S T U V W Y

A

Member of: ObjectReference Script

Activates this item with the specified reference as the activator.

Syntax

bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native

Parameters

  • akActivator: Who will activate this object.
  • abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
    • Default: False

Return Value

return info

Examples

; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())


; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)

Notes

Some notes, a reference: OnActivate

See Also

B

Member of: ObjectReference Script

Activates this item with the specified reference as the activator.

Syntax

bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native

Parameters

  • akActivator: Who will activate this object.
  • abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
    • Default: False

Return Value

return info

Examples

; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())


; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)

Notes

Some notes, a reference: OnActivate

See Also

C

Member of: ObjectReference Script

Activates this item with the specified reference as the activator.

Syntax

bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native

Parameters

  • akActivator: Who will activate this object.
  • abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
    • Default: False

Return Value

return info

Examples

; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())


; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)

Notes

Some notes, a reference: OnActivate

See Also


D

Member of: ObjectReference Script

Activates this item with the specified reference as the activator.

Syntax

bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native

Parameters

  • akActivator: Who will activate this object.
  • abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
    • Default: False

Return Value

return info

Examples

; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())


; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)

Notes

Some notes, a reference: OnActivate

See Also


E

Member of: ObjectReference Script

Activates this item with the specified reference as the activator.

Syntax

bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native

Parameters

  • akActivator: Who will activate this object.
  • abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
    • Default: False

Return Value

return info

Examples

; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())


; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)

Notes

Some notes, a reference: OnActivate

See Also


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