Difference between revisions of "IsRunning"

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imported>SpookyFX
imported>SpookyFX
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Returns 1 if the actor is currently running. If called on the player, this function returns 1 if 'always run' (not auto-run, which is the Q key) is toggled, regardless of whether the player is actually moving.
Returns 1 if the actor is currently running. If called on the player, this function returns 1 if 'always run' (not auto-run, which is the Q key) is toggled, regardless of whether the player is actually moving.


Note: There is an obscure bug when an NPC is disabled and enabled in the same frame. This is sometimes done by companion mods. The frame after this happens IsRunning on the NPC will CTD. Workaround: place your IsRunning check under OBSE ismoving checks(forward, backward, left and right).
Note: There is an obscure bug when an NPC is disabled and enabled in the same frame. This is sometimes done by companion mods. The frame after this happens The NPC will be "frozen" and using IsRunning on the NPC will CTD. Workaround: place your IsRunning check under OBSE ismoving checks(forward, backward, left and right).


==See Also==
==See Also==

Revision as of 02:54, 31 July 2010

Returns 1 if the actor is currently running. If called on the player, this function returns 1 if 'always run' (not auto-run, which is the Q key) is toggled, regardless of whether the player is actually moving.

Note: There is an obscure bug when an NPC is disabled and enabled in the same frame. This is sometimes done by companion mods. The frame after this happens The NPC will be "frozen" and using IsRunning on the NPC will CTD. Workaround: place your IsRunning check under OBSE ismoving checks(forward, backward, left and right).

See Also