Difference between revisions of "GetDead"

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Returns 1 if the object reference is dead.  
Returns 1 if the object reference is dead.  
==Notes==
*This is more accurate than checking the actor's health because there are circumstances when the actor can die without losing all of their health (such as through [[Kill]]).
*It will also return a correct result for a respawning reference (ie a guard) returning 1 if the reference is currently dead, and 0 when the reference respawns later.


==See Also==  
==See Also==  
[[GetDeadCount]]  
* [[GetDeadCount]]  


[[Category: Functions]]
[[Category: Functions]]
[[Category:Functions (CS)]]
[[Category: Functions (CS 1.0)]]
[[Category: Actor Functions]]
[[Category: Actor Functions (CS 1.0)]]
[[Category: Actor State Functions]]
[[Category: Actor State Functions]]
[[Category: Actor State Functions (CS 1.0)]]
[[Category: Condition Functions]]
[[Category: Condition Functions]]
[[Category:Actor Functions]]
[[Category: Condition Functions (CS 1.0)]]
 
<!-- Begin Search Terms
Get
Dead
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Latest revision as of 08:28, 20 June 2008

Syntax:

 [ActorID.]GetDead

Example:

 BossGoblin.GetDead 

Returns 1 if the object reference is dead.

Notes[edit | edit source]

  • This is more accurate than checking the actor's health because there are circumstances when the actor can die without losing all of their health (such as through Kill).
  • It will also return a correct result for a respawning reference (ie a guard) returning 1 if the reference is currently dead, and 0 when the reference respawns later.

See Also[edit | edit source]