Difference between revisions of "OBSE Wishes Fulfilled"

315 bytes added ,  20:42, 30 March 2008
Add Get/SetHotKey
imported>Scruggs
(Add RemoveFromDetectionList (0015))
imported>Scruggs
(Add Get/SetHotKey)
Line 103: Line 103:
*'''PlayCreatureSound [soundGroup]''' - an alternative to the above. Plays the sound associated with the specified group for the calling object (creature). Creatures have sounds like "Idle", "Hit", "Attack", etc. ''Pass the return value of GetCreatureSound to PlaySound or PlaySound3D''
*'''PlayCreatureSound [soundGroup]''' - an alternative to the above. Plays the sound associated with the specified group for the calling object (creature). Creatures have sounds like "Idle", "Hit", "Attack", etc. ''Pass the return value of GetCreatureSound to PlaySound or PlaySound3D''
*'''RemoveFromDetectionList''' - Oblivion stores a list of actors who currently detect the player. However, unconscious/paralyzed/knocked-down actors are not properly removed from the list if they detect the player at the moment their AI is turned off, and will continue to detect him regardless of how well-hidden he is. This function forcibly removes them from the detection list.
*'''RemoveFromDetectionList''' - Oblivion stores a list of actors who currently detect the player. However, unconscious/paralyzed/knocked-down actors are not properly removed from the list if they detect the player at the moment their AI is turned off, and will continue to detect him regardless of how well-hidden he is. This function forcibly removes them from the detection list.
*'''GetHotkey [N'''] and '''SetHotkey [N] [ref]''' - get and set the object or spell for hotkey slot N (0-7). This would primarily be of use to write hotkey extenders in a very natural way (the player can assign/re-assign hotkeys in the usualy fashion, the refs of which can then be copied away into script space).
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