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Caveats
CK Wiki - Notes
- If the function name don't exist, the function will error. You may want to check for the existence of the mod you want to talk to before using this.
- The parameter types must match exactly. You cannot insert a float into the param array if the function expects an int, or a Actor if the function expects an ObjectReference. Normally the compiler would do these casts for you in a normal function call, but it doesn't know what the parameters are, so it is your responsibility to match them up.
- The compiler cannot check the function name or parameters for you, so make sure to triple check everything!
- If you need the return value from the function you'll have to use CallFunction instead.
Parameters
stringasFuncName
CK Wiki Description
The name of the function to call
var[]aParams
CK Wiki Description
The list of parameters to pass
Examples
; Call "Function LaunchFirework(int aHeight, float aTimer, Form aBaseObject)" on the "FourthOfJuly" script
; We use CastAs to make sure we don't depend on the script we want to call the function on
ScriptObject celebration = CelebrationForm.CastAs("FourthOfJuly")
Var[] params = new Var[3]
params[0] = 10
params[1] = 11.0 ; Note the '.0' to make this a float
params[2] = RedBurst as Form ; Must cast as form by hand, even though explosion is derived from form
celebration.CallFunctionNoWait("LaunchFirework", params)
params[0] = 15
params[2] = BlueBurst as Form
celebration.CallFunctionNoWait("LaunchFirework", params)
; Now we have two copies of LaunchFirework running in parallel with us, each with different parametersAuto-Generated Example
string myString__asFuncName
var[] myVarArray__aParams
myScriptObject__toCallFunctionOn.CallFunctionNoWait(myString__asFuncName, myVarArray__aParams)Related Pages
Additional References
View this function’s page on the Fallout 4 Creation Kit Wiki
