Difference between revisions of "OnHit - ObjectReference"

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2,250 bytes added ,  23:28, 3 August 2016
imported>Terra Nova2
m (→‎Italic textNotes: fixed broken header)
imported>Wbunkey2244
Line 27: Line 27:
   Debug.Trace("We were hit by " + akAggressor)
   Debug.Trace("We were hit by " + akAggressor)
EndEvent
EndEvent
To avoid the hits from enchantments running the code block one must compare the ''akSource'' to the actual reference that hit the actor/object.
For instance, say we have a weapon with 2 enchantments called "Fire/Ice Sword." When hit with this sword the hit registers as 3 separate hits, but you have code such as:
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
  bool abBashAttack, bool abHitBlocked)
if(akSource as Weapon)
  Variable1 -= 100
EndEvent
This would actually subtract 300 from Variable1 since the event was called 3 times simultaneously, even though the akSource has been cast as a weapon papyrus counts the hit from the enchantments as "weapons" too so the enchantments are reference as (akSource as Weapon) as well. So the solution is to be more explicit.
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
  bool abBashAttack, bool abHitBlocked)
Form RightHandSword = akAggressor.GetEquippedWeapon(0); this gets the sword that the enemy had in their right hand and stores it as an object variable
if((akSource as weapon) == RightHandSword
;do code stuff
EndEvent
This will still call the event 3 times, but the code will only fire once when (akSource as weapon) == RightHandSword
1st hit: Sword: (akSource as weapon) == RightHandSword - fires code
2nd hit: Enchant1: (akSource as weapon) == SomeEnchant1 - nothing happens
3rd hit: Enchant2: (akSource as weapon) == SomeEnchant2 - nothing happens
If you had the exact same script but only want the code to run when the actor/object that has the script with the OnHit Event is hit with a certain enchantment, regardless of the sword then:
Enchantment Property ''TheEnchantment'' Auto
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \
  bool abBashAttack, bool abHitBlocked)
if((akSource as weapon) == ''TheEnchantment''
;do code stuff
EndEvent
With this code the Actor/Object with the OnHitEvent script could be hit by 5 different weapons but the onhit event will only fire when the weapon has ''TheEnchantment'' and it will only fire once.
</source>
</source>


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