Difference between revisions of "OBSE Wish List"

2,162 bytes added ,  12:13, 17 January 2012
m
removing my request for now
imported>Iceyeyes
imported>8asrun6aer
m (removing my request for now)
 
(15 intermediate revisions by 7 users not shown)
Line 32: Line 32:
* '''PushActorAway2''' - just like [[PushActorAway]] except that the calling ref don't have to be an [[Actor]]
* '''PushActorAway2''' - just like [[PushActorAway]] except that the calling ref don't have to be an [[Actor]]
*'''ResurrectActorHealthPercent'''- Resurrects the target actor with the given health remaining.
*'''ResurrectActorHealthPercent'''- Resurrects the target actor with the given health remaining.
*'''SetLocalGravity/SetLocalGravityVector''' - These functions seem to have no effect at all while an actor is swimming or under water. It would be very helpful if they ''had'' an effect actually, because this would allow to simulate burden and buoyancy under water.


==Modifications/Extensions of OBSE Functions==
==Modifications/Extensions of OBSE Functions==
Line 39: Line 40:
*'''SetRaceNthSpell''' - Sets the race's Nth spell. Useful for adding spells to races without conflicting with other mods, when used in combination with GetRaceSpellCount.
*'''SetRaceNthSpell''' - Sets the race's Nth spell. Useful for adding spells to races without conflicting with other mods, when used in combination with GetRaceSpellCount.
*'''MessageBoxEx Silent Menu''' - Add a way to set the box to silent, so no sound plays when the menu pops up and no sound plays when you click a button. Useful for mods where you want to play your own custom sound for just one menu, or want to play a sound while the menu is there, without being cut off by the sound the MessageBox makes.
*'''MessageBoxEx Silent Menu''' - Add a way to set the box to silent, so no sound plays when the menu pops up and no sound plays when you click a button. Useful for mods where you want to play your own custom sound for just one menu, or want to play a sound while the menu is there, without being cut off by the sound the MessageBox makes.
*'''unequipitem2''' - The same as [[UnequipItem]], but runs the item's [[OnUnequip]] block, just like [[EquipItem2]].
*'''Ar_Sum''' - Sums the numeric values ranging from ''start'' to ''end''. Syntax would be
*'''unequipitem2NS''' - Same as above only without message spams.
ar_Sum src:array start, end
 
==Language Enhancements==
==Language Enhancements==
New control structures and data types:
New control structures and data types:
Line 70: Line 72:
*'''ForcePickIdle''' - force an Idle to be played even if the player is not on the ground or under any other circumstance that would usually block pickidle.
*'''ForcePickIdle''' - force an Idle to be played even if the player is not on the ground or under any other circumstance that would usually block pickidle.
*'''SetCellAmbientLight''': Accepts 3 integer values that set the red, green, and blue ambient light values in an interior cell. A GetCellAmbientLight function would also be nice.
*'''SetCellAmbientLight''': Accepts 3 integer values that set the red, green, and blue ambient light values in an interior cell. A GetCellAmbientLight function would also be nice.


==Functions Returning a Reference==
==Functions Returning a Reference==
Line 87: Line 88:
*'''MatchRace'''- Changes the target reference's race to match another Actor. Similar to SetRace above, but allows for custom races and races not defined in the CS.
*'''MatchRace'''- Changes the target reference's race to match another Actor. Similar to SetRace above, but allows for custom races and races not defined in the CS.
*'''MatchFaceData'''- Changes the target's face data to match another Actor.
*'''MatchFaceData'''- Changes the target's face data to match another Actor.
*'''IsInWater''' ''WaterTypeID'' - returns 1 if actor is currently being underwater or even touching the water, even with Water Walking. Specifying the optional ''WaterTypeID'' allows us to check whether the actor is currently touching the specific type of water.
*'''ForceLeaveWater''' ''SwimmingFlag'' ''NoReenteringFlag'' - forces actor to leave the water. If ''SwimmingFlag'' is not specified or set to 0, actor will attempt to completely leave the water, even if he's only touching it, not swimming. With ''SwimmingFlag'' set to 1, this function will only force him to get high enough to be no longer swimming. With ''NoReenteringFlag'' set to 1, using this function will force actor to avoid touching water/swimming (and thus if he's pushed back into water, he will again attempt to leave it). If function below was previously used with ''NoLeavingFlag'', using '''ForceLeaveWater''' will nuke the effects of this flag.
*'''ForceEnterWater''' ''SwimmingFlag'' ''NoLeavingFlag'' - forces actor to find the closest area where he can touch the water and attempt to enter it. With ''SwimmingFlag'' set to 1, called actor will not only try to touch the water, but start swimming. Could have no effect in interiors and worldspaces with no water. With ''NoLeavingFlag'' set to 1, using this function will prevent actor from leaving the water (and thus if he's pushed away from the water, he will again attempt to enter it). If function above was previously used with ''NoReenteringFlag'', using '''ForceEnterWater''' will nuke the effects of this flag.
*'''ClearWaterBehaviour''' - clears the ''NoReenteringFlag'' and ''NoLeavingFlag'' from functions above.
*'''IsEquipmentSlotFree [slot]''' - returns 1 if the specified slot is free, and 0 when not.


==UI Functions==
==UI Functions==
Line 121: Line 127:
would force GetIsPlayableRace to return 0 every time it is called on the player, but normal values any time it's called on someone else. For debug, limitation, and  certain Gameplay Effect purposes.
would force GetIsPlayableRace to return 0 every time it is called on the player, but normal values any time it's called on someone else. For debug, limitation, and  certain Gameplay Effect purposes.
*'''ReleaseFunctionOverride'''- Releases the effect of ForceFunctionValue and allows the function to continue acting normally.
*'''ReleaseFunctionOverride'''- Releases the effect of ForceFunctionValue and allows the function to continue acting normally.
*'''getReference''' - Returns a string containing the reference given to the calling reference in the editor. This string can be used like
set stringVar to anyRef.getReference
set stringVar.anyVariable to x


==Questionable Requests==
==Questionable Requests==
Anonymous user