Difference between revisions of "Talk:GetInCell"

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imported>Xilver
(New page: I looked around, but is there a good way to tell if the PC is in oblivion? In my mod I had to create a cell called oblivion so I could do a "GetinCell Oblivion" First, I couldn't believe...)
 
imported>DragoonWraith
 
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I looked around, but is there a good way to tell if the PC is in oblivion?  In my mod I had to create a cell called oblivion so I could do a "GetinCell Oblivion"  First, I couldn't believe this hadn't already been done.  Second, I'm not sure what doing this will break.  Is there a better way?--[[User:Xilver|Xilverbulet]] 18:31, 11 August 2007 (EDT)
I looked around, but is there a good way to tell if the PC is in oblivion?  In my mod I had to create a dummy cell called oblivion so I could do a "GetinCell Oblivion"  First, I couldn't believe this hadn't already been done.  Second, I'm not sure what doing this will break.  Is there a better way?--[[User:Xilver|Xilverbulet]] 18:31, 11 August 2007 (EDT)
 
:[[GetInWorldspace]], I believe. I think the Oblivion cells all share a world.
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 01:39, 12 August 2007 (EDT)
 
::I don't think GetInWorldspace works. First, it always returns 0 when the player is in an interior cell. Second, when you enter an Oblivion Gate, you get into '''one''' of the Oblivion worldspaces. I suggest using dummy cells for Oblivion planes. But you also need dummy cells for several other worldspaces. There is a list of worldspaces in the CS.
::[[User:Tibixe|Tibixe]] 05:38, 12 August 2007 (EDT)
 
:::I don't think it'll break anything. After all, if any other mod uses a cell named "Oblivion", it will probably be just a dummy cell as well. If you want, I think (I've tried it, but I don't remember) you could also use OBSE's [[GetParentCell]] in conjunction with [[NameIncludes]]/[[CompareName]] to see if the cell name includes "Oblivion"
:::--[[User:Haama|Haama]] 10:24, 12 August 2007 (EDT)
 
:::: Thanks all. I'm going to release with my dummy cell and see if anyone complains.Here's the code to check to see if the character is in a random oblivion world if anyone is interested. 
 
if  GetInCell Oblivion || GetInWorldspace  OblivionRD001 || GetInWorldspace  OblivionRD002 || GetInWorldspace  OblivionRD003
  set SpellFail to 1
  Message "Cannot Cast in Oblivion."
elseif GetInWorldspace  OblivionRD004 || GetInWorldspace  OblivionRD005 || GetInWorldspace  OblivionRD006 || GetInWorldspace  OblivionRD007
  set SpellFail to 1
  Message "Cannot Cast in Oblivion."
endif
--[[User:Xilver|Xilverbulet]] 21:48, 12 August 2007 (EDT)
 
== Unclear description ==
 
''"Again, this not exactly "any" part of it's name, it has to be the first part of it's name... Chorrol will match Chorrol, Chorrol01, ChorrolFarm, etc. but using "Farm" would result in never finding ChorrolFarm."''
 
I must say I don't understand this part. Does it mean that I have to use "Chorrol" as the first word in both cell's name and its EditorID, or what? Let's say that I have a bunch of cells whose EditorIDs start with "ZUToD", including "ZUToDHalls01", "ZUToDLevel01"... will it work for all of them despite how they're called in-game? - [[User:ZuTheSkunk|ZuTheSkunk]] 04:25, 28 February 2011 (EST)
 
:What it means is that it will return true if the first X letters of the cell ID match the string provided. So if you use <tt>GetInCell "Chorrol"</tt>, it will return true for any cell that has "Chorrol" as the first six characters of the ID - regardless of what the other characters are. It will '''not''' return true if, for instance, a cell had the ID "StableInChorrol", because "Chorrol" only appears at the end of the name and the function will not check that.
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 14:37, 28 February 2011 (EST)

Latest revision as of 14:37, 28 February 2011

I looked around, but is there a good way to tell if the PC is in oblivion? In my mod I had to create a dummy cell called oblivion so I could do a "GetinCell Oblivion" First, I couldn't believe this hadn't already been done. Second, I'm not sure what doing this will break. Is there a better way?--Xilverbulet 18:31, 11 August 2007 (EDT)

GetInWorldspace, I believe. I think the Oblivion cells all share a world.
Dragoon Wraith TALK 01:39, 12 August 2007 (EDT)
I don't think GetInWorldspace works. First, it always returns 0 when the player is in an interior cell. Second, when you enter an Oblivion Gate, you get into one of the Oblivion worldspaces. I suggest using dummy cells for Oblivion planes. But you also need dummy cells for several other worldspaces. There is a list of worldspaces in the CS.
Tibixe 05:38, 12 August 2007 (EDT)
I don't think it'll break anything. After all, if any other mod uses a cell named "Oblivion", it will probably be just a dummy cell as well. If you want, I think (I've tried it, but I don't remember) you could also use OBSE's GetParentCell in conjunction with NameIncludes/CompareName to see if the cell name includes "Oblivion"
--Haama 10:24, 12 August 2007 (EDT)
Thanks all. I'm going to release with my dummy cell and see if anyone complains.Here's the code to check to see if the character is in a random oblivion world if anyone is interested.
if   GetInCell Oblivion || GetInWorldspace  OblivionRD001 || GetInWorldspace  OblivionRD002 || GetInWorldspace  OblivionRD003
 set SpellFail to 1
 Message "Cannot Cast in Oblivion."
elseif	GetInWorldspace  OblivionRD004 || GetInWorldspace  OblivionRD005 || GetInWorldspace  OblivionRD006 || GetInWorldspace  OblivionRD007
 set SpellFail to 1
 Message "Cannot Cast in Oblivion."
endif

--Xilverbulet 21:48, 12 August 2007 (EDT)

Unclear description[edit source]

"Again, this not exactly "any" part of it's name, it has to be the first part of it's name... Chorrol will match Chorrol, Chorrol01, ChorrolFarm, etc. but using "Farm" would result in never finding ChorrolFarm."

I must say I don't understand this part. Does it mean that I have to use "Chorrol" as the first word in both cell's name and its EditorID, or what? Let's say that I have a bunch of cells whose EditorIDs start with "ZUToD", including "ZUToDHalls01", "ZUToDLevel01"... will it work for all of them despite how they're called in-game? - ZuTheSkunk 04:25, 28 February 2011 (EST)

What it means is that it will return true if the first X letters of the cell ID match the string provided. So if you use GetInCell "Chorrol", it will return true for any cell that has "Chorrol" as the first six characters of the ID - regardless of what the other characters are. It will not return true if, for instance, a cell had the ID "StableInChorrol", because "Chorrol" only appears at the end of the name and the function will not check that.
Dragoon Wraith TALK 14:37, 28 February 2011 (EST)