Difference between revisions of "Template:Projectile Ref"

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==Findind the Projectile Reference==
==Finding the Projectile Reference==
The only way to get a projectile [[Glossary#R|reference]] is by [[Glossary#W|walking]] through projectile references with [[GetFirstRef]], [[GetNextRef]] and [[Label]]/[[GoTo]]. See '''GetFirstRef''' for the necessary info and a good, generalized example (note that the example walks through ''door'' references, change the '''24''' to '''34''' for projectiles).
The only way to get a projectile [[Glossary#R|reference]] is by [[Glossary#W|walking]] through projectile references with [[GetFirstRef]], [[GetNextRef]] and [[Label]]/[[GoTo]]. See '''GetFirstRef''' for the necessary info and a good, generalized example (note that the example walks through ''door'' references, change the '''24''' to '''34''' for projectiles).



Revision as of 13:09, 23 August 2008

Finding the Projectile Reference

The only way to get a projectile reference is by walking through projectile references with GetFirstRef, GetNextRef and Label/GoTo. See GetFirstRef for the necessary info and a good, generalized example (note that the example walks through door references, change the 24 to 34 for projectiles).

Another example - this one will walk through each projectile until it finds an arrow shot by your companion (Reference EditorID = TriggerHappyFan) and marks the player as the shooter.

ref rProj
...
set rProj to Apple
set rProj to (GetFirstRef 34 1)
Label
if rProj
    if (rProj.GetProjectileType == 0) && (rProj.GetProjectileSource == TriggerHappyFan)
        rProj.SetPlayerProjectile
    else
        set rProj to Apple
        set rProj to GetNextRef
        Goto
    endif
endif