Difference between revisions of "OnTriggerEnter - ObjectReference"

m
imported>Cipscis
m (Reverted edits by Heecf (talk) to last revision by Jlundin)
imported>Rasikko
 
(3 intermediate revisions by 2 users not shown)
Line 22: Line 22:


== Notes ==
== Notes ==
This event can be received out of order with [[OnTriggerLeave - ObjectReference|OnTriggerLeave]], so it's ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
*This event can be received out of order with [[OnTriggerLeave - ObjectReference|OnTriggerLeave]], so it's ideal to keep a count instead of a simple true/false value for when things are inside the trigger.
 
<source lang="papyrus">
Int InTrigger = 0
 
Event OnTriggerEnter(ObjectReference akTriggerRef)
if (InTrigger == 0)
if akTriggerRef == Game.GetPlayer()
InTrigger += 1
debug.notification("Entered Trigger")
endif
endif
EndEvent
 
Event OnTriggerLeave(ObjectReference akTriggerRef)
if (InTrigger > 0)
if akTriggerRef == Game.GetPlayer()
InTrigger -= 1
debug.notification("Leaving Trigger")
endif
endif
EndEvent
</source>
 
*If you set a trigger around a teleport door marker this event will fire for the player but not for NPCs.
*The collision layer associated with a primitive containing the script for this event doesn't detect dead actors.


== See Also ==
== See Also ==
Anonymous user