Difference between revisions of "OnObjectEquipped - Actor"

520 bytes added ,  00:08, 2 December 2021
m
Minor note that this event fires for more than just weapons and armor.
imported>Jlundin
 
m (Minor note that this event fires for more than just weapons and armor.)
 
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'''Member of:''' [[Actor Script]]
'''Member of:''' [[Actor Script]]


Event called when the actor equips an object.
Event called when the actor equips an object. Note that this includes consumable objects such as potions.


== Syntax ==
== Syntax ==
<source lang="papyrus">
<source lang="text">
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
</source>
</source>
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== Parameters ==
== Parameters ==
*akBaseObject: The base object the actor just equipped.
*akBaseObject: The base object the actor just equipped.
*akReference: The reference that the actor just equipped - if the reference is persistant. Otherwise, None.
*akReference: The reference that the actor just equipped - if the reference is persistent. Otherwise, None.


== Examples ==
== Examples ==
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endEvent
endEvent
</source>
</source>
== Notes ==
*An [[OnObjectUnequipped - Actor|OnObjectUnequipped()]] event will always get sent before [[OnObjectEquipped - Actor|OnObjectEquipped()]] when equipping an item to an occupied equipment slot.
**The OnObjectEquipped() event does not wait for the OnObjectUnequipped() event to complete before starting.  Adding the Utility.Wait(n) function at the beginning of the OnObjectEquipped() event script can help ensure it waits for the first event to finish.


== See Also ==
== See Also ==
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