Difference between revisions of "OnPlayerLoadGame - Actor"
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→Examples: Added second example
imported>JLundin |
imported>JustinOther (→Examples: Added second example) |
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== Examples == | == Examples == | ||
*Syntax | |||
<source lang="papyrus"> | <source lang="papyrus"> | ||
; Event is only sent to the player actor. This would probably be on a magic effect or alias script | ; Event is only sent to the player actor. This would probably be on a magic effect or alias script | ||
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Debug.Trace("player loaded a save, do some fancy stuff") | Debug.Trace("player loaded a save, do some fancy stuff") | ||
endEvent | endEvent | ||
</source> | |||
*Say you need something to happen every time a save is loaded ''including'' the first and you're using a ReferenceAlias filled with the Player. In the below example, we maintain a variable such that it will invariably reflect the version loaded. Use an OnInit event in the quest's script to catch the first save load... | |||
<source lang="papyrus">ScriptName YourQuestScript extends Quest | |||
Float fVersion | |||
Event OnInit() | |||
Maintenance() | |||
EndEvent | |||
Function Maintenance() | |||
If fVersion < 1.23 ; Current version | |||
If fVersion | |||
Debug.Trace("Updating from version " + fVersion) | |||
Else | |||
Debug.Trace("Initializing for the first time") | |||
EndIf | |||
fVersion = 1.23 | |||
EndIf | |||
EndFunction</source> | |||
...and your player alias' OnPlayerLoadGame event to catch each consecutive save load... | |||
<source lang="papyrus">ScriptName YourPlayerAliasScript extends ReferenceAlias | |||
YourQuestScript Property QuestScript Auto | |||
Event OnPlayerLoadGame() | |||
QuestScript.Maintenance() | |||
EndEvent | |||
</source> | </source> | ||