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Difference between revisions of "GetSummoner"

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118 bytes added ,  07:57, 28 December 2009
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*This function must be called on a reference (Ref.call <function>)  
*This function must be called on a reference (Ref.call <function>)  
*If the summoner is not in the same cell as the summon then it will return 0.  
*If the summoner is not in the same cell as the summon then it will return 0.  
** Always check to see if a valid reference was found by the function.
** The very last piece of code has something that scans the player's last cell for the summoner. It should work for 95% of the time when a summon is in a different cell than its summoner.
** The very last piece of code has something that scans the player's last cell for the summoner. It should work for 95% of the time when a summon is in a different cell than its summoner.
*When called on a summon that is in the process of disappearing it will return 0 since the ''summoning'' has ended. Use [[GetDead]] to determine if a summon is still ''summoned''.
*When called on a summon that is in the process of disappearing it will return 0 since the ''summoning'' has ended. Use [[GetDead]] to determine if a summon is still ''summoned''.


==Examples:==
==Examples:==


Getting an array with all the summons active on a reference (in this case a summon that is stored in the '''someSummonRef''' variable).
Getting the actor who summoned the calling a reference (in this case a summon that is stored in the '''someSummonRef''' variable).
  Let rSummoner := someSummonRef.Call GetSummoner
  Let rSummoner := someSummonRef.Call GetSummoner
If rSummoner
;A valid summoner was found
Endif


==Code==
==Code==
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