Difference between revisions of "IsLoadDoor"
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imported>DragoonWraith (not a record variable function) |
imported>QQuix (Added a clarifying note) |
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(One intermediate revision by the same user not shown) | |||
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Returns 1 if the calling reference is a load door. | Returns 1 if the calling reference is a load door. | ||
==Notes== | |||
*Returns 1 only if the door is connected to another door via the Teleport tab. A door reference just dropped in the CS, not connected to another door, returns 0. | |||
==See Also== | ==See Also== | ||
*[[GetLinkedDoor]] | *[[GetLinkedDoor]] | ||
*[[GetTeleportCell]] | *[[GetTeleportCell]] | ||
*[[:Category:Door Functions|Door Functions]] | |||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category: Functions (OBSE)]] | [[Category: Functions (OBSE)]] | ||
[[Category: Functions (OBSE v0013)]] | [[Category: Functions (OBSE v0013)]] | ||
[[Category:Door Functions]] |
Latest revision as of 18:06, 4 January 2014
A command for Oblivion Script Extender
Syntax:
(isLoadDoor:bool) reference.IsLoadDoor
Returns 1 if the calling reference is a load door.
Notes[edit | edit source]
- Returns 1 only if the door is connected to another door via the Teleport tab. A door reference just dropped in the CS, not connected to another door, returns 0.