ObjectReference
- Found in:
- Vanilla
Inheritance Tree
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Structs
Properties
vanilla
Events
Functions
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Function to get the ObjectReference for the ship I am in
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Intended as a quick way to cause some controller and camera rumble. Automatically tapers intensity of the effect based on players distance from the point of origin/calling reference.
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A function that checks to see if this reference can be safely enabled/disabled/moved with confidence that the player won't see us messing around with the world.
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Checks to see if this object is in an interior cell.
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Moves this reference to the location of the target reference, with the specified offset, if this reference is currently unloaded (has no 3D). If it is loaded, it does nothing.
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Returns if this reference has the specified LocationRefType.
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DEPRECATED: DO NOT USE. Calls MoveTo if both the calling ObjectReference and the akTarget ObjectReference have current locations that are not loaded.
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Activates this item with the specified reference as the activator.
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Sets up a dependent animated object
This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
for the dependent object if used improperly.
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Adds a dynamically created terminal menu item to a terminal ref.
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Creates an item, fills an alias with that item, then adds it to this container.
aiCount can be greater than 1 if we are adding to a RefCollection.
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Adds specified keyword to reference's list of keywords.
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Checks this object's inventory for a key used by the parameter ObjectWithNeededKey. If this object does not have the key, it creates it and adds it to its inventory.
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Adds an association between the given string and the given form for text replacement usage.
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Adds the given text replacement value to this ref
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KMK - replacement function to also scan the map marker so it shows clearly on the compass
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Add a transfer link from this reference to another.
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Assigns the specified actor as a member of the references crew
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Applies a conveyor belt to the reference.
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Applies a Havok impulse force to this object of the specified direction and magnitude.
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Applies a fan motor to the reference.
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Are all refs in refsToCheck in this trigger?
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Are any refs in refsToCheck in this trigger?
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Sets a fan motor on/off state.
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Get fan motor on/off state.
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Attach a mod to an item in this object's inventory.
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Attaches this ref to the specified parent ref, which means it will follow the parent's attach ref node.
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Blocks, or unblocks, normal activation processing for this reference. References with blocked activation will still send OnActivate events to scripts attached to them.
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Calculates the reference's encounter level, based on the player's level, the area's level, and the passed-in difficulty.
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Checks if the player can fast travel to this map marker.
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Indicates whether or not the reference can currently produce resources for its Workshop.
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Clears all effects of destruction from the object. Will NOT fire off destruction stage changed events.
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Clears dynamically created terminal menu items from a terminal ref.
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Clears this object from data on all invalid locations
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Sets a conveyor belt on/off state.
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Returns the number of instantiated Actors (across all process levels) who have a LinkedRef (with a specified keyword) to this reference. Does not count dead, disabled, or deleted actors. Can optionally specify an "exclude" keyword; actors with a linkedref using that keyword will not be counted.
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This function counts the number of linked refs that are in a linked Ref chain (example: A is linked to B is linked to C - this function will return 3)
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Returns the number of instantiated ObjectReferences who have a LinkedRef (with a specified keyword) to this reference. Can optionally specify an "exclude" keyword; refs with a linkedref using that keyword will not be counted.
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Creates a detection event at this object's location.
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Damages this object, which may fire off OnDestructionStageChanged events.
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Applies damage to the specified Actor Value on this Object Reference.
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Flags this object reference as wanting to be deleted. A reference that is flagged for delete will be deleted as soon as:
- It is no longer in a script property
- It is no longer registered for updates
- It is no longer being watched for Anim Events
- It is no longer held in a quest Alias
Only references created in game can actually be deleted.
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This function disables all the linked refs, linked in a chain, from this reference (but not this reference). It does not wait for all of them to fade or disable before returning.
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Disables this reference, fading it out if necessary. This function will not wait for the fade or the disable to happen before returning.
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Dispel a spell from this reference
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Drops the specified object from this object's inventory.
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Drops the specified base object from this object's inventory.
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Enables or disables fast travel to this reference (which must be a map marker).
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This function enables all the linked refs, linked in a chain, from this reference (but not this reference). Does not wait for all the references to fade in or enable before returning.
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Enables this reference, popping it into existence. This function will return immediately and not wait for the object to be enabled or faded in.
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Finds all ObjectReference of any of the objects in the list in the loaded area within the given radius of the calling ref.
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Finds all ObjectReference with any required keywords in the loaded area within the given radius of the calling ref.
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Forcibly adds the reference's ragdoll to the world
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Forcibly removes the reference's ragdoll from the world
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Gets the ActorBase that matches the supplied ActorValue at the ObjectReference's owning Workshop or None if not found.
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Gets the ActorBase that owns this object. Will return None if the object isn't owned by an actor.
Caution! If the owner of this object is a specific Actor (a reference rather than an ActorBase), this function will still return the ActorBase for that Actor. To determine whether this object is owned by a specific actor or an ActorBase, check ObjectReference.GetActorRefOwner() first. If that returns None, only then should you check this function.
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Gets an array of instantiated Actors (across all process levels) who are linked to this reference, using a LinkedRef with the specified keyword. Skips over dead, disabled, or deleted actors. Can optionally specify a keyword for which they must NOT have a LinkedRef .
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gets all the crew members for this reference
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Get an array of all references currently in the trigger
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Gets the value of a variable on the reference's animation graph - Bool version.
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Gets the value of a variable on the reference's animation graph - Int version.
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Gets the value of a variable on the reference's animation graph - Float version.
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Obtains the base object for this reference.
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Gets the base value of the specified Actor Value from the Object Reference.
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Gets the array of actor bases placed by the biome with a scan percentage less than or equal to specified, between 0.0 and 1.0
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Gets the array of flora placed by the biome with a scan percentage less than or equal to specified
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Obtains the current destruction stage of the object.
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Returns this reference's current planet if any
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KMK convenience function
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Get the color of the debug text
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Get the font size of the debug text
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Get the text string of the debug text
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Get the list of destructible objects for an Outpost Beacon reference.
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Calculates the distance between this object and the passed in one.
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Gets the Flora that produces the supplied ActorValue at the ObjectReference's owning Workshop or None if not found.
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Get the current gravity for this object
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Gets the angle between this object's heading, and the direction the other object is in, in degrees. If you were to add this angle to this object's rotation around the z axis, and then set the rotation of this object to that - it would be facing the other object.
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Returns the count of the single most prevalant item in this object reference's inventory that has one or all given keywords on them.
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Returns the value of this reference's inventory.
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Returns how many of the specified item is in this reference's inventory.
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Returns how many items have one or more given keywords on them, in this object reference's inventory.
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Returns how many of the specified components are in this reference's inventory.
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Returns the container this reference is in, if any. (Returns None if not in a container)
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Returns the item health percent of this object. Items begin at 100% (1.0) and can be increased via crafting.
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Obtain the cell linked to us with the specified keyword (if any)
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Gets the reference linked to this one. If there is no linked reference, it returns None.
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This function returns an array of objectreferences representing the "linked ref chain" hanging of the reference it is called on. For example. If myObject has linkedref to ObjectA which has a linkedref to ObjectB which has a linkedref to ObjectC, and you call myObject.GetLinkedRefChain() it will return an array holding ObjectA, ObjectB, and ObjectC.
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Returns the level of the lock attached to this object. If there is no lock, it will return 0 - very easy.
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Returns array of the LocationRefTypes for this object.
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Gets the Nth linked ref from this object.
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Obtains this object's current "open state".
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Gets the scan percentage of the ref between 0.0 and 1.0
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Returns the current X position of the reference.
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Returns the current Y position of the reference.
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Returns the current Z position of the reference.
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Get the Cell Space position of the object
Values are returned in the array in the order:
position.x, position.y, position.z
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Get the Cell Space transform of the object
Values are returned in the array in the order:
position.x, position.y, position.z,
xAxis.x, xAxis.y, xAxis.z,
yAxis.x, yAxis.y, yAxis.z,
zAxis.x, zAxis.y, zAxis.z
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Returns the frequency of this radio receiver.
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Returns the volume of this radio receiver.
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Returns the total amount of damage on either the given resource actor value, or all resource actor values on this object.
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Get the nearest navmesh 'safe' position of radius aSafeRadius within aSearchRadius.
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Get the weight of all the objects in this container
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Gets an array of all instantiated ObjectReferences that are linked to this reference, using a LinkedRef with the specified keyword. Can optionally specify a keyword for which they must NOT have a LinkedRef.
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Finds all ObjectReference linked to the Workshop reference that are owned by the given Actor.
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Returns the total amount of damage on either the given resource actor value across all items in the Workshop.
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Finds all ObjectReference that are linked to the given Workshop reference that produce resources. Optionally, you can get a list of references that produce only a given resource. You can also optionally specify finding either objects with damaged resources, or objects with undamaged resources.
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Get the autopilot ai actor for this reference if it has one
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Gets the target cell for this teleport ref.
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Gets the transition cell for this teleport ref.
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Returns the distance between this radio transmitter and the player (Pipboy radio).
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Obtains the number of objects inside this trigger volume. (Obviously only works if this is actually a trigger and will error otherwise)
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Gets the specified Actor Value from the Object Reference.
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jduvall - convenience function
returns GetValue() cast as an int
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Gets the specified actor value from the actor as a percentage of its maximum value (from 0 to 1).
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Returns all resources that are linked to this object via actor values
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jduvall
Returns a GlobalVariable with a matching value to the specified actorvalue (if there is more than one match it will return the first)
akAV: the ActorValue for which you want to return a matching GlobalVariable
EnumGlobals: an array of possibly matching GlobalVariables to return
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Get the Workshop this reference belongs to, if any.
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Obtains the WorldSpace the object reference is in.
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Returns self cast as an actor
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jduvall - returns a reference array with just this reference in it
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Checks to see if this reference has line-of-sight to the target object.
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Checks to see if the specified keyword is attached to a magic effect that belongs to an active effect currently on this reference.
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Queries if a reference has a keyword in its list of keywords. This basically operates the same way as Form.HasKeyword(...), but can be run on inventory objects.
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Checks to see if any of the keywords in the form list is attached to this reference. If the form list contains no keywords, returns false. This basically operates the same way as Form.HasKeywordInFormList(...), but can be run on inventory objects.
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Returns if this reference has the specified LocationRefType.
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check if this refr is affected by the given effect.
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Returns true if this reference is on the same power grid as the compared reference.
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Flags this reference as ignoring (or not ignoring) friendly hits. In other words, it won't turn hostile after several hits from a friendly opponent.
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Interrupts and stops any spell-casting this object might be doing.
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Checks to see if this object currently has its normal activation processing blocked. (Won't be picked up, opened, etc, but will still send OnActivate events)
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Checks to see if this object has its 3D currently loaded.
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Get conveyor belt on/off state.
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Get the billboard flag of the debug text
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Checks to see if this object is currently destroyed.
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Checks to see if this object is currently disabled.
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Is this object an inaccessible door
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Checks to see if this object is currently enabled. (The opposite of ObjectReference.IsDisabled())
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Checks to see if any furniture marker on this object is in use, optionally ignoring markers that are reserved, but not currently used.
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Checks to see if the specified furniture marker on this object is in use, optionally ignoring reservations.
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Returns whether this reference is ignoring friendly hits or not.
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Is this actor or talking activator currently talking to the player?
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Is refToCheck in this trigger?
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Returns whether the lock on this object was broken (or false if there is no lock).
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Checks if this map marker is visible to the player.
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Checks if this object is considered a quest item.
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Is the given ref in the transformed bounds of this teleport ref's transition cell?
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Is the teleport area of the given ref fully loaded?
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Returns if this ref is a spell target of the given magic item form.
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Is this reference within the buildable area of the given Workshop Activator?
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Executes a knock effect on actors in an area.
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Locks or unlocks this object. If told to lock it, and no lock is attached, a very easy lock will be attached. If the object is open, and it is told to lock it, the object will be snapped closed.
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Take an object in this ref's inventory, make a ref to it, force it into an alias, then re-add it to inventory
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Make this object into a radio transmitter-repeater. Repeaters can extend the range of an existing, limited-range radio transmitter. All radio scene actions sent to the source transmitter are detectable by radio receivers that are within range of any of the source's repeaters.
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Match this object's outpost name (must be an outpost beacon) to the full display name of the passed in reference
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Modifies the specified Actor Value on the Object Reference.
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KMK: convenience function to mod an actor value to a specified final value
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Moves containers content down the line to unfilled containers
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Moves this reference to the location of the target reference, with the specified offset.
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Moves this reference to its original editor location and orientation.
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Moves this reference to the nearest location that's on a Navmesh that an actor could reach by walking.
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Moves this object to the position (and rotation) of the specified node on the specified object's 3D
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Opens this ref's inventory using a one-way transfer menu with optional filter list
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Makes X new references of the passed in form, optionally forcing them to persist, and places them at our reference's location, returning the last one it created.
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Create a copy of the passed in form and place it at our location, returning the ship created
this must be a ship landing marker for ground placement
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FBaudoin
This is a version of PlaceShipAtMe that accepts offset for where the ship is placed instead of an array
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Places a new Actor at this object's location.
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Creates a duplicate of the specified actor at this reference's location, returning the created actor
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Makes X new references of the passed in form, optionally forcing them to persist, and places them at the position of the given node in our object's 3D, returning the last one it created. If abAttach is true, the newly created ref is also attached to the calling one.
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Create a copy of the cell and place it at this reference's location - only works with refs in space exterior cells
DPierce: This function will place cells at incorrect locations. See: GEN-388123
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Get the key for the given locked ref and place one of them at this reference
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Starts playing the specified animation on the object and returns immediately. (Internally, it sends the named event to the object's animation graph) If it succeeds, it returns true.
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Plays the specified animation on the object and returns when the specified event is hit. (Internally, it sends the named event to the object's animation graph and waits for the named event to be fired) If it succeeds, it returns true. This function is latent.
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Plays a legacy nif file based animation, optionally starting the animation over from the beginning with the specified ease-in time.
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Plays an impact effect on the reference.
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Plays two animations at once. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success.
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Plays two animations at once and waits for behavior graph events from each. Note that if the first animation fails to fire, the second animation will still play, and the function will still return success. Also, if the first animation fails to play, it won't listen for the event from the first animation.
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Plays a terrain effect that is attached to the specified bone of this object.
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Pauses the audio file for the Reference
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[DEV SERVER] Loading description...
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Preloads the target area for the calling ref. If the ref is a teleport door linked to an interior or exterior, the teleport location is the preloaded area. If a non-teleport ref is in an exterior, its location is used. The function will fail for other refs and if called to preload an exterior while the player is in an exterior.
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Tells this reference to handle getting hit by a trap, dealing the specified amount of damage and possibly applying a pushback force.
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Turns this object into a legendary item
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Knocks back the specified actor away from this object with the specified amount of force, as if an explosion had gone off.
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Removes all items from this object's inventory, optionally transferring them to another object.
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Removes all items from this container, transferring it to the other object if passed, silent param to supress warnings
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Removes the specified count of resource from the container, scrapping items, and returning the remainder to said container.
The function returns the number of resource actually removed from the container
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Removes X of the specified item from this reference's inventory, possibly silently.
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Removes an arbitrary number of arbitrary items such that at least the specified number of the specified component is removed from this reference's inventory, possibly silently.
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Removes a keyword from a reference's list of keywords.
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Remove all mods from this object. Note that some actors / items, such as robots and handmade guns, may not have any geometry left if you call this on them, but will still be in the world. Which might be awkward.
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Remove all mods from an item in this object's inventory. Note that some items, such as hand-made guns, won't have any geometry left if you call this on them, even though they will remain in the object's inventory, which might be weird.
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Remove a mod from an inventory item in this object's inventory.
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Removes a previously added dependent object
This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality
for the dependent object if used improperly.
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Removes the transfer link from this reference and another, if any.
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Resets this object reference to its original location, resets its inventory, resurrects it if it's an actor, and in general tries to get it back to its original state. May optionally move it to the location of the specified reference instead.
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Sets the visibility of this reference (which is a map marker) on the star map
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Resets any addition or removal of the specified keyword, reverting the state of the keyword to being controlled by the base object and any attached aliases.
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Restores (or "heals") damage done to the specified Actor Value on this Object Reference.
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Resume the audio file for the Reference
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Sets a conveyor belt reverse state.
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Causes this reference to speak a topic as if it were the specified actor.
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Causes this reference to speak a topic as if it were the specified actor.
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Has this object behave as if the actor had just tried to steal it.
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Sets the full name of the given message to be this ref's activate text.
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Sets the actor as the actor cause of this object.
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Sets the actor base as the owner of this object.
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Sets a specific Actor (that is to say, an Actor reference, not an ActorBase) as the owner of this object.
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Sets the value of a variable on the reference's animation graph - Bool version.
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Sets the value of a variable on the reference's animation graph - Int version.
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Sets the value of a variable on the reference's animation graph - Float version.
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This function sets whether this ObjectReference should send attraction-object story manager events to actors with the specified attraction keyword.
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Sets a conveyor belt velocity in local-space.
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Rotate carousel display case.
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Set the billboard flag of the debug text
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Set the color of the debug text (each int is clamped between 0 and 255)
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Set the font size of the debug text
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Set the text string of the debug text
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Sets or clears this object's destroyed flag.
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Sets or clears the target of the direct-at behavior modifier. This reference must have a behavior animation on it with a direct-at modifier to do anything.
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Sets a map marker as discovered
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Sets this door as inaccessible
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Sets the faction as the owner of this object.
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Allows script to set whether or not a given Flora ObjectReference has been harvested.
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Sets the reference linked to this one under the specified keyword.
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Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.
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Sets an in-game created object to be the given loc ref type for the given location.
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Sets the category of the map marker on the star map.
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Sets the type of the map marker on the star map
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Sets the unexplored name of the map marker on the star map.
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Sets the map marker on the star map to allow grav jumping, defaults to true.
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Sets the undiscovered visibilty on the star map
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Sets the visibility of this reference (which is a map marker) on the star map
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Sets the object's havok motion type. This function is widely used as part of the included defaultDisableHavokOnLoad script, which is intended to make physics-enabled objects behave as if they were static.
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Sets or clears this object's ability to be not used by a teammate for a favor
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Sets this object's name to the given message
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Sets the persist location on an in-game created object.
- Found in:
- Vanilla
Sets/clears the "player has taken" flag on this reference.
- Found in:
- Vanilla
Sets the object's current position in the world.
- Found in:
- Vanilla
Turns on or off this radio receiver.
- Found in:
- Vanilla
Sets the frequency this radio receiver is tuned to.
- Found in:
- Vanilla
Sets the volume of this radio receiver.
- Found in:
- Vanilla
Attempts to set the state of the given Workshop
- Found in:
- Vanilla
Sets the objects scanned status if it is scannable
- Found in:
- Vanilla
Sets the base value specified Actor Value on the Object Reference to the passed-in value. Any modifiers are left intact.
- Found in:
- Vanilla
jduvall - convenience function
Increments an actorvalue, and rolls it over to 0 if incremented value would exceed aiMaxValue
sets and returns (GetValueInt(akAV) + aiIncrementAmount) % (aiMaxValue + 1)
- Found in:
- Vanilla
Opens the Hangar Menu for the current reference. Mode 0 = credits (vending), Mode 1 = resources (crafting)
- Found in:
- Vanilla
Opens the Workshop Builder Menu for the current reference
- Found in:
- Vanilla
Opens the Workshop Target Menu for the current reference
- Found in:
- Vanilla
Makes the object translate to the passed in position and orientation at the given speed using a spline.
- Found in:
- Vanilla
Makes the object translate to the passed reference (matching position and rotation) at the given speed using a spline.
- Found in:
- Vanilla
Makes the object translate to a node on the passed reference's 3D (matching position and rotation) at the given speed using a spline.
- Found in:
- Vanilla
Starts a named effect sequence on the passed in references.
Allows you to define if you should attach the effect sequence to the reference
- Found in:
- Vanilla
Starts a named effect sequence on the reference
Allows you to define if you should attach the effect sequence to the reference
Allows providing an optional weight to the sequence
- Found in:
- Vanilla
Starts or stops workshop mode for this workshop object.
- Found in:
- Vanilla
Stops all sequences on the passed in references.
- Found in:
- Vanilla
Stops all sequences on the self reference.
- Found in:
- Vanilla
Stops the named sequence on the self reference.
- Found in:
- Vanilla
Forcibly stops the object from translating (cancels a previous translation request).
- Found in:
- Vanilla
Makes the object translate to the passed in position and orientation at the given speed.
- Found in:
- Vanilla
Makes the object translate to the passed reference (matching position and rotation) at the given speed.
- Found in:
- Vanilla
Unassigns the specified actor as a member of the references crew
- Found in:
- Vanilla
Waits for the specified animation event from this object to happen before returning.
- Found in:
- Vanilla
Waits for this object's 3d to load, or until it knows the 3d won't load (object is disabled, cell unloads, etc).
- Found in:
- Vanilla
Checks to see if this object is in the specified location, or a child of the specified location.
- Found in:
- Vanilla
Starts combat with the target if called on a spaceship or an actor AND akTarget matches what you called it on
returns FALSE if called on something else
abPreferredTarget - OPTIONAL (Def=false) True to set the target as the actor's preferred target
- Found in:
- Vanilla
Stops combat if called on a spaceship or an actor;
returns FALSE if called on something else
- Found in:
- Vanilla
Stops combat and alarms if called on a spaceship or an actor;
returns FALSE if called on something else
- Found in:
- Vanilla
Adds this actor or spaceship to a faction at rank 0 if they aren't already in it
returns FALSE if called on something else
- Found in:
- Vanilla
Removes this actor or spaceship from the specified faction
returns FALSE if called on something else
- Found in:
- Vanilla
Removes this actor or spaceship from all factions
returns FALSE if called on something else
- Found in:
- Vanilla
Evaluates this actor or spaceship's package
returns FALSE if called on something else
- Found in:
- Vanilla
Evaulate if you're able to kill the akKiller
akKiller: The Actor or SpaceshipReference who is the guilty party in killing this one. If the type doesn't match, then the killer will be None.
(I.e. if this is called on an actor, the killer must also be an actor)
Returns true if this was called on an actor or spaceship and was killed.
- Found in:
- Vanilla
Sets ghost flag on actor or spaceship
returns FALSE if called on something else
- Found in:
- Vanilla
Sets protected flag on actor or spaceship
returns FALSE if called on something else
- Found in:
- Vanilla
Sets essential flag on actor or spaceship
returns FALSE if called on something else
- Found in:
- Vanilla
scornett
Convenience function that places a ship near a ref, calculating an offset position based on MoveNear's positionVal, distanceVal, and facingVal values.
- Found in:
- Vanilla
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