Difference between revisions of "GetDetected"

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imported>JOG
(See Also)
imported>Saebel
 
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Returns 1 if the TargetID is currently detected by the calling actor.
Returns 1 if the TargetID is currently detected by the calling actor.
== Notes ==
*Can crash if TargetID is [[GetDead|dead]] or [[Disable|disabled]].
*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==
==See Also==
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[[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)]]
 
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Get
Detected
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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