- Found in:
- Vanilla
ObjectReference[]functionGetLinkedRefChain(KeywordapKeyword=NONE, intiMaxExpectedLinkedRefs=100)Native
Description
Wiki Description
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.
Documentation Comment
Returns a chain of linked refs as an array,
Aborts early if it detects a loop
Parameters
KeywordapKeyword=NONE
CK Wiki Description
Keyword to check ref link against (see ObjectReference.GetLinkedRef(...).)
- Default:None
intiMaxExpectedLinkedRefs=100
CK Wiki Description
Maximum number of expected links. The function stops checking after it finds this many or finishes finding all of them.
- Default:100
Examples
; get the refs in a linked ref chain to us
ObjectReference[] LinkedRefs = GetLinkedRefChain(); Get the refs in a linked ref chain, following the keyword
ObjectReference[] LinkedRefs = GetLinkedRefChain(LightKeyword); Enable the refs in a linked ref chain
ObjectReference[] LinkedRefs = GetLinkedRefChain()
int i = LinkedRefs.length
while (i > 0)
i -= 1
LinkedRefs[i].EnableNoWait()
endwhileAuto-Generated Example
Keyword myKeyword__apKeyword
int myInt__iMaxExpectedLinkedRefs
ObjectReference[] returnedValue = myObjectReference__toCallFunctionOn.GetLinkedRefChain(myKeyword__apKeyword, myInt__iMaxExpectedLinkedRefs)Related Pages
Additional References
View this function’s page on the Fallout 4 Creation Kit Wiki
