Difference between revisions of "GetDetected"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>Haama
m (Standardized, links)
imported>Saebel
 
(One intermediate revision by one other user not shown)
Line 8: Line 8:


== Notes ==
== Notes ==
*Can crash if TargetID is [[GetDead|dead]] or [[Disable|disabled]].   
*Can crash if TargetID is [[GetDead|dead]] or [[Disable|disabled]].
 
*Using GetDetected calls Oblivion's detection protocolIn a case where a mod specifically hooks and alters that detection protocol (such as SDR), then scripts created by that mod will get called as well.  Using [[GetDetectionLevel]] does not appear to do that, and may be a more efficient alternative.


==See Also==
==See Also==
Line 26: Line 28:
[[Category: Condition Functions]]
[[Category: Condition Functions]]
[[Category: Condition Functions (CS 1.0)]]
[[Category: Condition Functions (CS 1.0)]]
<!-- Begin Search Terms
Get
Detected
End Search Terms -->

Latest revision as of 12:25, 7 March 2013

Syntax:

 [ActorID.]GetDetected TargetID

Example:

 GetDetected player 


Returns 1 if the TargetID is currently detected by the calling actor.

Notes[edit | edit source]

  • Using GetDetected calls Oblivion's detection protocol. In a case where a mod specifically hooks and alters that detection protocol (such as SDR), then scripts created by that mod will get called as well. Using GetDetectionLevel does not appear to do that, and may be a more efficient alternative.

See Also[edit | edit source]

IsActorDetected

GetDetectionLevel

Category:Detection