Difference between revisions of "OBSE Wish List"

9 bytes added ,  23:10, 27 December 2009
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imported>Thalassicus
imported>Thalassicus
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:Usage:
:Usage:
:array<float> startRef:reference.'''GetCollisionTraceSpherical''' distance:float, elevation:float, heading:float, ''ignoreActors:bool, distanceSkip:float''
:array<float> startRef:reference.'''GetCollisionTraceSpherical''' distance:float, elevation:float, heading:float, ''ignoreActors:bool, distanceSkip:float''
:array<float> '''GetCollisionTrace''' startX:float, startY:float, startZ:float, distance:float, elevation:float, heading:float, ''ignoreActors:bool, distanceSkip:float''
:array<float> '''GetCollisionTraceSpherical''' startX:float, startY:float, startZ:float, distance:float, elevation:float, heading:float, ''ignoreActors:bool, distanceSkip:float''
*'''RevertName''' - Called on a reference or base object with the 'Named' property to revert its name to its original definition in the construction set.  Examples: if setname or setnameex is used on Shadowmere to name her "Darkness", calling RevertName on 'ShadowmereRef' or 'Dark10Horse' would reset her name to "Shadowmere".  Likewise, if a mod is loaded that explicitly sets the name property of Shadowmere to "Black Beauty" using the CS (and assuming her name is then set (in game) to "Darkness" using setname or setnameex), calling RevertName on her should set her name to "Black Beauty".  I.E. The name should be set to whatever is defined in the construction set, with regard to installed mods.   
*'''RevertName''' - Called on a reference or base object with the 'Named' property to revert its name to its original definition in the construction set.  Examples: if setname or setnameex is used on Shadowmere to name her "Darkness", calling RevertName on 'ShadowmereRef' or 'Dark10Horse' would reset her name to "Shadowmere".  Likewise, if a mod is loaded that explicitly sets the name property of Shadowmere to "Black Beauty" using the CS (and assuming her name is then set (in game) to "Darkness" using setname or setnameex), calling RevertName on her should set her name to "Black Beauty".  I.E. The name should be set to whatever is defined in the construction set, with regard to installed mods.   
*'''GetModRecords''' - With the advent of arrays in OBSE v17, this request seems possible.  The function returns an array of the records introduced by a particular mod.  For example, the first level of the array would store an array for each of Actors, Items, Magic, Miscellaneous, and WorldObjects.  The contents of each subarray would be the records that each CS category contains that are new/introduced by the mod.  For example, If there is a mod loaded that adds 5 books to the game, and the mod is 8th in this imaginary load order, calling GetModRecords, passing 08 as the mod index, should return an array, and let's call it arItems.  arItems[Actors], arItems[Magic], etc. would be empty, but arItems[Items] would contain 5 records (numeric keys are used as opposed to labels, this is just for illustration).  These 5 records should be the FormID's of the five books.  In this way, one could search a mod for records, and make use of them in-game using placeatme or additem.   
*'''GetModRecords''' - With the advent of arrays in OBSE v17, this request seems possible.  The function returns an array of the records introduced by a particular mod.  For example, the first level of the array would store an array for each of Actors, Items, Magic, Miscellaneous, and WorldObjects.  The contents of each subarray would be the records that each CS category contains that are new/introduced by the mod.  For example, If there is a mod loaded that adds 5 books to the game, and the mod is 8th in this imaginary load order, calling GetModRecords, passing 08 as the mod index, should return an array, and let's call it arItems.  arItems[Actors], arItems[Magic], etc. would be empty, but arItems[Items] would contain 5 records (numeric keys are used as opposed to labels, this is just for illustration).  These 5 records should be the FormID's of the five books.  In this way, one could search a mod for records, and make use of them in-game using placeatme or additem.   
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