Difference between revisions of "OnCellLoad - ObjectReference"
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OnCellLoad - ObjectReference (edit)
Revision as of 21:28, 13 November 2013
, 21:28, 13 November 2013updated See Also links
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imported>Egocarib m (updated See Also links) |
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== Notes == | == Notes == | ||
*This event will NOT fire in the first cell(s) loaded while loading from a save game. | *This event will NOT fire in the first cell(s) loaded while loading from a save game. | ||
*This appears to be the only event that can be placed in a [[ReferenceAlias Script|ReferenceAlias]] script attached to a Player Alias that | *This appears to be the only event that can be placed in a [[ReferenceAlias Script|ReferenceAlias]] script attached to a Player Alias that can be used to detect when the player loads into a new cell. However, it is not completely reliable -- see the note below: | ||
*This event will only fire when entering a cell that is not already loaded in memory. The game keeps many recently visited cells loaded in memory, so it can be unpredictable whether this event will fire. Even when traveling through a load door with a load screen, the cell arrived at may still be loaded if it was visited during this play session, and this event might not fire. | *This event will only fire when entering a cell that is not already loaded in memory. The game keeps many recently visited cells loaded in memory, so it can be unpredictable whether this event will fire. Even when traveling through a load door with a load screen, the cell arrived at may still be loaded if it was visited during this play session, and this event might not fire. | ||
== See Also == | == See Also == | ||
*[[OnLoad - ObjectReference]] | *[[OnLoad - ObjectReference]] | ||
*[[OnUnload - ObjectReference]] | *[[OnUnload - ObjectReference]] | ||
*[[OnCellAttach - ObjectReference]] | |||
*[[OnCellDetach - ObjectReference]] |