Difference between revisions of "GetCrosshairRef"
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imported>Haama (Returns NULL after pressing activate) |
imported>Quetzilla m (links were dead so I removed them) |
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==Notes== | ==Notes== | ||
*Returns the reference of the object within activate distance of the player. You can change the distance by changing [[iActivatePickLength]]. It | *Returns the reference of the object within activate distance of the player. You can change the distance by changing [[iActivatePickLength]]. It may take a frame for the new setting to take effect. | ||
*Returns 0 when called during [[MenuMode]]. If you need to use the crosshair reference during MenuMode, keep checking it in [[GameMode]]. Note that this will keep the script active and running, so use it carefully. | *Returns 0 when called during [[MenuMode]]. If you need to use the crosshair reference during MenuMode, keep checking it in [[GameMode]]. Note that this will keep the script active and running, so use it carefully. | ||
*Returns 0 for 1-5 frames (maybe even longer) after player presses Activate. | *Returns 0 for 1-5 frames (maybe even longer) after player presses Activate. |
Revision as of 14:49, 30 August 2008
A command for Oblivion Script Extender
Syntax:
(crosshairRef:ref) GetCrosshairRef
Returns a reference to the object under the player's crosshair.
Notes
- Returns the reference of the object within activate distance of the player. You can change the distance by changing iActivatePickLength. It may take a frame for the new setting to take effect.
- Returns 0 when called during MenuMode. If you need to use the crosshair reference during MenuMode, keep checking it in GameMode. Note that this will keep the script active and running, so use it carefully.
- Returns 0 for 1-5 frames (maybe even longer) after player presses Activate.
- This function will return non-activatable references as well; use IsActivatable to determine if the reference can be activated normally.