Difference between revisions of "OBSE Wishes Fulfilled"

599 bytes added ,  23:03, 8 April 2008
add GetFallDamageTimer, IsMoving, GetVariable, IsJumping (0015)
imported>Scruggs
(Add Get/SetHotKey)
imported>Scruggs
(add GetFallDamageTimer, IsMoving, GetVariable, IsJumping (0015))
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*'''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).
*'''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).
*'''IsFalling''' - Returns true if the calling actor is currently falling. ''Use GetFallTimer; if > 0, actor is falling.''
*'''IsMoving''' - Returns true if the actor is moving across space (e.g. Player coordinates are changing. For example, flying, jumping, swimming, falling, being pushed or carried, etc).
*'''myRef.GetScriptVariable VarName, [value]''' - access the variable on the script that is associated with the myRef object instance. Even if VarName were replaced by VarNumber in the script, this would be very useful.
*'''onJump''' - returns true when the actor jumps. ''Use IsJumping.''
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