- Found in:
- Vanilla
Description
Wiki Description
Mods a global variable in a threadsafe way. Optional parameters allow automatic redisplay and completion (or failure) of a quest objective using this global variable.
Documentation Comment
thread-safe way to modify a global value
optional parameters:
aiObjectiveID = objective ID to redisplay
afTargetValue = value you're counting up (or down) towards -- if included, function will return TRUE when the global reaches the target value
abCountingUp = by default, function assumes you're counting up towards the target value; make this false to count DOWN towards target value
abCompleteObjective = by default, function assumes you're completing the objective once you reach the target value; make this false to FAIL the objective
abRedisplayObjective = by default, function asssume you want to redisplay the objective every time the global is incremeneted; make this FALSE to only display the objectives on complete or failure
abAllowRollbackObjective = by default, function assumes you do not want to rollback a completed objective; make this TRUE to reopen an already completed objective if aModGlobal goes below/above target value
Parameters
floatafModValue
CK Wiki Description
The value to add to aModGlobal
GlobalVariableaModGlobal
CK Wiki Description
The global variable we are modifying
intaiObjectiveID=-1
CK Wiki Description
ObjectiveID to redisplay whenever this function is called.
- Default:-1 (no objective)
floatafTargetValue=-1
CK Wiki Description
Value you're counting up (or down) towards -- if you pass in a non-negative number, function will return TRUE when the global reaches the target value
- Default:-1.0 (no target value)
boolabCountingUp=true
CK Wiki Description
True to count up to target value, false to count down
- Default:true
boolabCompleteObjective=true
CK Wiki Description
True to complete the objective when target value is reached, false to fail the objective.
- Default:true
boolabRedisplayObjective=true
CK Wiki Description
True to re-display the objective every time the function is called, false to only show on success/failure.
- Default:true
boolabAllowRollbackObjective=false
CK Wiki Description
True to re-open a completed objective
- Default:false
Examples
; Adds 1 to MyGlobal
MyQuest.ModObjectiveGlobal(1, MyGlobal); Adds 1 to MyGlobal, updates objective 10
MyQuest.ModObjectiveGlobal(1, MyGlobal, 10); adds 1 to ExteriorDefenderDeadCount, updates objective 30, sets stage 60 when it reaches ExteriorDefenderTotal
if MyQuest.ModObjectiveGlobal(1, ExteriorDefenderDeadCount, 30, ExteriorDefenderTotal.value)
SetStage(60)
endifAuto-Generated Example
float myFloat__afModValue
GlobalVariable myGlobalVariable__aModGlobal
int myInt__aiObjectiveID
float myFloat__afTargetValue
bool myBool__abCountingUp
bool myBool__abCompleteObjective
bool myBool__abRedisplayObjective
bool myBool__abAllowRollbackObjective
bool returnedValue = myQuest__toCallFunctionOn.ModObjectiveGlobal(myFloat__afModValue, myGlobalVariable__aModGlobal, myInt__aiObjectiveID, myFloat__afTargetValue, myBool__abCountingUp, myBool__abCompleteObjective, myBool__abRedisplayObjective, myBool__abAllowRollbackObjective)Related Pages
Additional References
View this function’s page on the Fallout 4 Creation Kit Wiki
