The ReferenceAlias script is a part of Starfield’s Papyrus scripting ecosystem. It is included with the base game.
For this script, the Papyrus index knows about:
- 140 events
- 38 functions
Inheritance Tree
No indexed scripts extend this script.
Structs
The Papyrus Index is still under construction. Structs have not been implemented yet.
Properties
No properties found.
Events
- Found in:
- Vanilla
eventOnAliasChanged(ObjectReferenceakObject, boolabRemove)Event received when an object has been added/removed to this referencealias
- Found in:
- Vanilla
eventOnActivate(ObjectReferenceakActionRef)Event received when this reference is activated
- Found in:
- Vanilla
eventOnBuilderMenuSelect(ActorValueakActorValue)Event received when the produced resource on an Workshop producer/builder has changed.
- Found in:
- Vanilla
eventOnCellAttach()Event received when this object's parent cell is attached
- Found in:
- Vanilla
eventOnCellDetach()Event received when this object's parent cell is detached
- Found in:
- Vanilla
eventOnCellLoad()Event received when every object in this object's parent cell is loaded (TODO: Find restrictions)
- Found in:
- Vanilla
eventOnClose(ObjectReferenceakActionRef)Event received when this object is closed
- Found in:
- Vanilla
eventOnContainerChanged(ObjectReferenceakNewContainer, ObjectReferenceakOldContainer)Event received when this object enters, exits, or changes containers
- Found in:
- Vanilla
eventOnDestroyed(ObjectReferenceakDestroyer)Event received when this reference is destroyed
- Found in:
- Vanilla
eventOnDestructionStageChanged(intaiOldStage, intaiCurrentStage)Event received when this reference's destruction stage has changed
- Found in:
- Vanilla
eventOnEnterFurniture(ActorakActionRef)Event received when this furniture is entered.
- Found in:
- Vanilla
eventOnEquipped(ActorakActor)Event received when this object is equipped by an actor
- Found in:
- Vanilla
eventOnExitFurniture(ObjectReferenceakActionRef)Event received when this furniture is exited.
- Found in:
- Vanilla
eventOnItemAdded(FormakBaseItem, intaiItemCount, ObjectReferenceakItemReference, ObjectReferenceakSourceContainer, intaiTransferReason)Event received when an item is added to this object's inventory. If the item is a persistant reference, akItemReference will
point at it - otherwise the parameter will be None. For valid Transfer Reasons please refer to the wiki.- Found in:
- Vanilla
eventOnItemRemoved(FormakBaseItem, intaiItemCount, ObjectReferenceakItemReference, ObjectReferenceakDestContainer, intaiTransferReason)Event received when an item is removed from this object's inventory. If the item is a persistant reference, akItemReference
will point at it - otherwise the parameter will be None. For valid Transfer Reasons please refer to the wiki.- Found in:
- Vanilla
eventOnLockStateChanged()Event received when the lock on this object changes
- Found in:
- Vanilla
eventOnMapMarkerDiscovered()Received when this map marker is discovered
- Found in:
- Vanilla
eventOnObjectRepaired(ObjectReferenceakReference)Event received when an item has been repaired
- Found in:
- Vanilla
eventOnObjectDestroyed(ObjectReferenceakReference)Event received when an item has been destroyed
- Found in:
- Vanilla
eventOnOpen(ObjectReferenceakActionRef)Event received when this object is opened
- Found in:
- Vanilla
eventOnOutpostItemPowerOff(ObjectReferenceakPoweredItem)Event received when an Outpost item loses power
- Found in:
- Vanilla
eventOnOutpostItemPowerOn(ObjectReferenceakPoweredItem, ObjectReferenceakPowerGenerator)Event received when an Outpost item receives power
- Found in:
- Vanilla
eventOnPipboyRadioDetection(boolabDetected)Event that occurs when the Pipboy enters/leaves the outer-radius of this radio ref
- Found in:
- Vanilla
eventOnPlayerDialogueTarget()Event received when ref goes into dialogue with player
- Found in:
- Vanilla
eventOnPowerOn(ObjectReferenceakPowerGenerator)Event received when a workshop item receives power
- Found in:
- Vanilla
eventOnPowerOff()Event received when a workshop loses all power
- Found in:
- Vanilla
eventOnQuickContainerOpened()Received if the quick container opens
- Found in:
- Vanilla
eventOnSpellCast(FormakSpell)Event received when a spell is cast by this object
- Found in:
- Vanilla
eventOnTerminalMenuItemRun(intauiMenuItemID, TerminalMenuakTerminalBase, ObjectReferenceakTerminalRef)Received if terminal object has menu item clicked
- Found in:
- Vanilla
eventOnTranslationAlmostComplete()Event received when translation is almost complete (from a call to TranslateTo, "almost" is determined by a gamesetting, default is 90% of the way)
- Found in:
- Vanilla
eventOnTranslationComplete()Event received when translation is complete (from a call to TranslateTo)
- Found in:
- Vanilla
eventOnTranslationFailed()Event received when translation is aborted (from a call to StopTranslateTo)
- Found in:
- Vanilla
eventOnTrapHitStart(ObjectReferenceakTarget, floatafXVel, floatafYVel, floatafZVel, floatafXPos, floatafYPos, floatafZPos, intaeMaterial, boolabInitialHit, intaeMotionType)Event recieved when this starts hitting a target
- Found in:
- Vanilla
eventOnTrapHitStop(ObjectReferenceakTarget)Event recieved when this stops hitting a target
- Found in:
- Vanilla
eventOnTriggerEnter(ObjectReferenceakActionRef)Event received when this trigger volume is entered
- Found in:
- Vanilla
eventOnTriggerLeave(ObjectReferenceakActionRef)Event received when this trigger volume is left
- Found in:
- Vanilla
eventOnUnequipped(ActorakActor)Event received when this object is unequipped by an actor
- Found in:
- Vanilla
eventOnWorkshopCargoLinkChanged(ObjectReferenceakOldTarget, ObjectReferenceakNewTarget)Event that iakNewLinkRefs triggered when the target for a cargo link on workshop item changes.
- Found in:
- Vanilla
eventOnWorkshopFlyCam(boolaStart)Event received when the player enters or leaves Workshop FlyCam
- Found in:
- Vanilla
eventOnWorkshopMode(boolaStart)Event received when the player enters or leaves Workshop Mode
- Found in:
- Vanilla
eventOnWorkshopObjectGrabbed(ObjectReferenceakReference)Event received when the player grabs an existing object reference for edit while in Workshop mode.
- Found in:
- Vanilla
eventOnWorkshopObjectMoved(ObjectReferenceakReference)Event received when an existing workshop item is moved in the world
- Found in:
- Vanilla
eventOnWorkshopObjectPlaced(ObjectReferenceakReference)Event received when a workshop item is placed in the world
- Found in:
- Vanilla
eventOnWorkshopObjectRemoved(ObjectReferenceakReference)Event received when a workshop item is removed ( from world and added back to workshop )
- Found in:
- Vanilla
eventOnWorkshopOutputLink(ObjectReferenceakSource, ObjectReferenceakTarget)Event received when a new Output Link is created at a Workshop.
- Found in:
- Vanilla
eventOnWorkshopNPCTransfer(LocationakNewWorkshop, KeywordakActionKW)Event that occurs when a workshop NPC is directed to move to another settlement
- Found in:
- Vanilla
eventOnActorActivatedRef(ObjectReferenceakActivatedRef)Event received when this actor activates a ref
- Found in:
- Vanilla
eventOnAffinityEvent(AffinityEventakAffinityEvent, ActorValueakActorValue, GlobalVariableakReactionValue, ObjectReferenceakTarget)Event received when affinity event is run
- Found in:
- Vanilla
eventOnCombatListAdded(ActorakTarget)Event that is triggered when this actor adds another actor to its combat list.
- Found in:
- Vanilla
eventOnCombatListRemoved(ActorakTarget)Event that is triggered when this actor removes another actor from its combat list.
- Found in:
- Vanilla
eventOnCombatStateChanged(ObjectReferenceakTarget, intaeCombatState)Event that is triggered when this actor's combat state against the target changes
State is as follows:
0 - not in combat
1 - in combat
2 - searching- Found in:
- Vanilla
eventOnCommandModeCompleteCommand(intaeCommandType, ObjectReferenceakTarget)Event received when the object completes a command in command mode.
Type is as follows:
0 - None
1 - Call
2 - Follow
3 - Move
4 - Attack
5 - Inspect
6 - Retrieve
7 - Stay
8 - Release
9 - Heal
10 - Assign
11 - Ride
12 - Enter- Found in:
- Vanilla
eventOnCommandModeEnter()Event received when the player begins commanding this object
- Found in:
- Vanilla
eventOnCommandModeExit()Event received when the player ends commanding this object
- Found in:
- Vanilla
eventOnCommandModeGiveCommand(intaeCommandType, ObjectReferenceakTarget)Event received when the player gives object a command in command mode.
Type is as follows:
0 - None
1 - Call
2 - Follow
3 - Move
4 - Attack
5 - Inspect
6 - Retrieve
7 - Stay
8 - Release
9 - Heal
10 - Assign
11 - Ride
12 - Enter- Found in:
- Vanilla
eventOnCompanionDismiss()Received when player dismisses teammate companion
- Found in:
- Vanilla
eventOnConsciousnessStateChanged(boolabUnconscious)Event that is triggered when this actor's consciousness state changes
- Found in:
- Vanilla
eventOnCrewAssigned(ActorakCrew, ObjectReferenceakAssignmentRef, ObjectReferenceakPreviousAssignmentRef)Event received when a reference has a crew member assigned.
- Found in:
- Vanilla
eventOnCrewDismissed(ActorakCrew, ObjectReferenceakPreviousAssignmentRef)Event received when a reference has a crew member dismissed.
- Found in:
- Vanilla
eventOnCripple(ActorValueakActorValue, boolabCrippled)Recieved immeadiately after a limb has become crippled or uncrippled.
- Found in:
- Vanilla
eventOnDeferredKill(ActorakKiller)Event that is triggered when this actor gets a deferred kill added
(they were in deferred kill mode and got "killed")- Found in:
- Vanilla
eventOnDeath(ObjectReferenceakKiller)Event that is triggered when this actor finishes dying (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnDifficultyChanged(intaOldDifficulty, intaNewDifficulty)Event received when the player changes their difficulty
Type is as follows:
0 - Very Easy
1 - Easy
2 - Normal
3 - Hard
4 - Very Hard
5 - Survival- Found in:
- Vanilla
eventOnDying(ObjectReferenceakKiller)Event that is triggered when this actor begins dying (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnUnconscious(ObjectReferenceakAttacker)Event that is triggered when an actor has been "killed" with EM weapons (the actor is still alive)
- Found in:
- Vanilla
eventOnEnterBleedout()Event received when an actor enters bleedout. (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnEnterOutpostBeaconMode()Event received when the player enters Outpost Beacon placeement mode.
- Found in:
- Vanilla
eventOnEnterShipInterior(ObjectReferenceakShip)Event received when an actor enters a ship interior cell
- Found in:
- Vanilla
eventOnEnterSneaking()Event received when an actor enters sneaking.
- Found in:
- Vanilla
eventOnEscortWaitStart()Event received when this actor is in an Escort procedure and begins waiting for the escorted actor to catch up.
- Found in:
- Vanilla
eventOnEscortWaitStop()Event received when this actor is in an Escort procedure and stops waiting because the escorted actor has caught up.
- Found in:
- Vanilla
eventOnExitShipInterior(ObjectReferenceakShip)Event received when an actor exits a ship interior cell
- Found in:
- Vanilla
eventOnPlayerFollowerWarp(ObjectReferenceakFollower)Event received when a player follower is warped
- Found in:
- Vanilla
eventOnGetUp(ObjectReferenceakFurniture)Event that is triggered when this actor leaves the furniture
- Found in:
- Vanilla
eventOnHomeShipSet(SpaceshipReferenceakShip, SpaceshipReferenceakPrevious)Event that is triggered when the actors home ship is set.
- Found in:
- Vanilla
eventOnPlayerArrested(ObjectReferenceakGuard, LocationakLocation, intaeCrimeType)Event that is triggered when the player is arrested.
- Found in:
- Vanilla
eventOnPlayerAssaultActor(ObjectReferenceakVictim, LocationakLocation, boolaeCrime)Event that is triggered when the player assaults someone.
- Found in:
- Vanilla
eventOnPlayerFailedPlotRoute(intaeFailedPlotReason)Event received when the player plots a failed starmap route
Type is as follows:
0 - Success
1 - Insufficient Fuel
2 - Out of Range
3 - Unexplored System- Found in:
- Vanilla
eventOnPlayerModifiedShip(SpaceshipReferenceakShip)Event that is triggered when an actor modifies a ship
- Found in:
- Vanilla
eventOnItemEquipped(FormakBaseObject, ObjectReferenceakReference)Event received when this actor equips something - akReference may be None if object is not persistent (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnItemUnequipped(FormakBaseObject, ObjectReferenceakReference)Event received when this actor unequips something - akReference may be None if object is not persistent (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnKill(ObjectReferenceakVictim)Event that is triggered when this actor kills another
- Found in:
- Vanilla
eventOnLocationChange(LocationakOldLoc, LocationakNewLoc)Event that is triggered when this actor changes from one location to another (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnOutpostPlaced(ObjectReferenceakOutpostBeacon)Received when player placed an outpost beacon
- Found in:
- Vanilla
eventOnPackageChange(PackageakOldPackage)Event received when this actor's package changes (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnPackageEnd(PackageakOldPackage)Event received when this actor's package ends (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnPackageStart(PackageakNewPackage)Event received when this actor starts a new package (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnPartialCripple(ActorValueakActorValue, boolabCrippled)Recieved immeadiately after the limb of a robot (or other actor whose race allows sub-segment damage) has become (or ceased to be) partially crippled.
- Found in:
- Vanilla
eventOnPickLock(ObjectReferenceakLockedRef, boolabCrime, boolabSucceeded, TerminalMenuakLockedTerminalMenu, intaiTerminalMenuItem)Event received when an actor picks a lock
- Found in:
- Vanilla
eventOnPickpocketFailed()Received when the player fails to pickpocket this actor
- Found in:
- Vanilla
eventOnPlayerBuyShip(SpaceshipReferenceakShip)Event that is triggered when the player buys a ship
- Found in:
- Vanilla
eventOnPlayerCompleteResearch(ObjectReferenceakBench, LocationakLocation, ResearchProjectakProject)Received when player completes research
- Found in:
- Vanilla
eventOnPlayerCraftItem(ObjectReferenceakBench, LocationakLocation, FormakCreatedItem)Received when player crafts an item
- Found in:
- Vanilla
eventOnPlayerCreateRobot(ActorakNewRobot)Received when player creates a new robot
- Found in:
- Vanilla
eventOnPlayerCrimeGold(ObjectReferenceakVictim, FormakFaction, intaeCrimeGold, intaeCrimeType)Event that is triggered when the player gets crimegold .
- Found in:
- Vanilla
eventOnPlayerEnterVertibird(ObjectReferenceakVertibird)Received when player enters vertibird
- Found in:
- Vanilla
eventOnPlayerFallLongDistance(floatafDamage)Received when player takes fall damage
- Found in:
- Vanilla
eventOnPlayerFireWeapon(FormakBaseObject)Received when player fires a weapon out of combat and based on timer
- Found in:
- Vanilla
eventOnPlayerJail(ObjectReferenceakGuard, FormakFaction, LocationakLocation, intaeCrimeGold)Event that is triggered when the player goes to jail.
- Found in:
- Vanilla
eventOnPlayerHealTeammate(ActorakTeammate)Received when player heals his teammate
- Found in:
- Vanilla
eventOnPlayerItemAdded(FormakBaseObject, ObjectReferenceakOwner, ObjectReferenceakSourceContainer, intaeAcquireType)Received when the player gains an item in their inventory
aeAcquireType is one of the following:
0: None
1: Steal
2: Buy
3: Pickpocket
4: Pickup
5: Container
6: Dead body- Found in:
- Vanilla
eventOnPlayerLoadGame()Received immediately after the player has loaded a save game. A good time to check for additional content.
- Found in:
- Vanilla
eventOnPlayerLoiteringBegin()Received when player starts loitering
- Found in:
- Vanilla
eventOnPlayerLoiteringEnd()Received when player stops loitering
- Found in:
- Vanilla
eventOnPlayerModArmorWeapon(FormakBaseObject, ObjectModakModBaseObject)Received when player mods a weapon or armor in the menu.
- Found in:
- Vanilla
eventOnPlayerModRobot(ActorakRobot, ObjectModakModBaseObject)Received when the player mods a robot
- Found in:
- Vanilla
eventOnPlayerMurderActor(ObjectReferenceakVictim, LocationakLocation, boolaeCrime)Event that is triggered when the player murders someone.
- Found in:
- Vanilla
eventOnPlayerPayFine(ObjectReferenceakGuard, FormakFaction, intaeCrimeGold)Event that is triggered when the player pays fine.
- Found in:
- Vanilla
eventOnPlayerSellShip(SpaceshipReferenceakShip)Event that is triggered when the player sells a ship
- Found in:
- Vanilla
eventOnPlayerSwimming()Received when player starts swimming
- Found in:
- Vanilla
eventOnPlayerTrespass(ObjectReferenceakVictim, LocationakLocation, boolaeCrime)Event that is triggered when the player trespassing.
- Found in:
- Vanilla
eventOnPlayerUseWorkBench(ObjectReferenceakWorkBench)Received when player uses a workbench
- Found in:
- Vanilla
eventOnRaceSwitchComplete()Event received when this actor finishes changing its race
- Found in:
- Vanilla
eventOnRecoverFromBleedout()Event received when an actor exits bleedout. (only if this alias points at an actor)
- Found in:
- Vanilla
eventOnSit(ObjectReferenceakFurniture)Event that is triggered when this actor sits in the furniture
- Found in:
- Vanilla
eventOnSpeechChallengeAvailable(ObjectReferenceakSpeaker)Received when player gets a speech challenge in dialogue
- Found in:
- Vanilla
eventOnPlayerPlanetSurveyComplete(PlanetakPlanet)Received when player completely surveyed a planet
- Found in:
- Vanilla
eventOnPlayerScannedObject(ObjectReferenceakScannedRef)Received by the player when they scan an object
- Found in:
- Vanilla
eventOnShipDock(boolabComplete, SpaceshipReferenceakDocking, SpaceshipReferenceakParent)Event received when a ship initiates and completes docking with a parent
- Found in:
- Vanilla
eventOnShipFarTravel(LocationaDepartureLocation, LocationaArrivalLocation, intaState)Event received when a ship begins or ends far travel - State { Departure = 0, Arrival = 1 }
- Found in:
- Vanilla
eventOnShipGravJump(LocationaDestination, intaState)Event received when a ship grav jump event occurs - State { Initiated = 0, AnimStarted = 1, Completed = 2, Failed = 3 }
- Found in:
- Vanilla
eventOnShipLanding(boolabComplete)Event received when a ship initiates or completes landing
- Found in:
- Vanilla
eventOnShipRampDown()Event recieved when a ship's landing ramp has lowereed all the way and connected to the surrounding navmesh
- Found in:
- Vanilla
eventOnShipScan(LocationaPlanet, ObjectReference[]aMarkersArray)Event that is triggered when the player scans a planet with this spaceship
- Found in:
- Vanilla
eventOnShipSystemPowerChange(ActorValueakSystem, boolabAddPower, boolabDamageRelated)Event received when a ship system adds or removes power
- Found in:
- Vanilla
eventOnShipTakeOff(boolabComplete)Event received when a ship initiates or completes takeoff
- Found in:
- Vanilla
eventOnShipUndock(boolabComplete, SpaceshipReferenceakUndocking, SpaceshipReferenceakParent)Event received when a ship initiates or completes undocking with a parent
- Found in:
- Vanilla
eventOnShipSystemDamaged(ActorValueakSystem, intaBlocksLost, boolaElectromagneticDamage, boolaFullyDamaged)Event that is triggered when one of this spaceship's systems loses a power block due to damage
- Found in:
- Vanilla
eventOnShipSystemRepaired(ActorValueakSystem, intaBlocksGained, boolaElectromagneticDamage)Event that is triggered when one of this spaceship's systems gains a power block due to being repaired
- Found in:
- Vanilla
eventOnShipRefueled(intaFuelAdded)Event that is triggered when fuel has been added to this spaceship
- Found in:
- Vanilla
eventOnShipBought()Event this is triggered when a ship is bought
- Found in:
- Vanilla
eventOnShipSold()Event this is triggered when a ship is sold
Functions
- Found in:
- Vanilla
Puts the data from this data alias onto the given ref without putting that ref into the alias.
- Found in:
- Vanilla
Attempts to retrieve the object reference this alias is pointing at. If it has not been resolved to a reference, it will return None.
- Found in:
- Vanilla
Forces this alias to use the specified reference.
- Found in:
- Vanilla
Forces this alias to use the specified reference, but only if the alias is currently empty
- Found in:
- Vanilla
Attempts to retrieve the actor this alias is pointing at. If it has not been resolved to a reference, or the reference is not an Actor, it will return None.
- Found in:
- Vanilla
Convenience function
- Found in:
- Vanilla
Convenience function
- Found in:
- Vanilla
Autocast to ShipReference
- Found in:
- Vanilla
Convenience function
- Found in:
- Vanilla
Removes the data from this data alias from the given ref if that ref is not in the alias on the quest.
- Found in:
- Vanilla
This is a convenient way to add an actor in an alias to a faction without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.AddToFaction(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to remove an actor in an alias from a faction without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.RemoveFromFaction(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to have an actor in an alias stop combat without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.StopCombat() on them without having to test for an actor being present first.
- Found in:
- Vanilla
This is a convenient way to disable a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.Disable(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to disable a reference (without waiting for it to diable) in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.DisableNoWait(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to enable a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.Enable(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to enable a reference (without waiting on it to finish enabling) in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.EnableNoWait(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
This is a convenient way to tell an actor in an alias to reevaluate his package stack without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.EvaluatePackage(...) on them without having to test for an actor being present first.
- Found in:
- Vanilla
This is a convenient way to kill an actor in an alias without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call Actor.Kill(...) on them without having to test for an actor being present first.
- Found in:
- Vanilla
This is a convenient way to move a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.MoveTo(...) on them without having to test for a object reference being present first.
- Found in:
- Vanilla
This is a convenient way to reset a reference in an alias without calling ReferenceAlias.GetReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.Reset(...) on them without having to test for a reference being present first.
- Found in:
- Vanilla
Clears this alias and returns whether anything was in it to begin with.
- Found in:
- Vanilla
Convenience function - jduvall
- Found in:
- Vanilla
Convenience function - jduvall
- Found in:
- Vanilla
Convenience function - jduvall
- Found in:
- Vanilla
This is a convenient way to get the actor value of an actor in an alias without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.SetValue(...) on them without having to test for an actor being present first.
- Found in:
- Vanilla
Convenience function - jduvall
- Found in:
- Vanilla
This is a convenient way to set the actor value of an actor in an alias without calling ReferenceAlias.GetActorReference() on it. It's mostly useful in cases where you have lots of aliases that may or may not be filled and you want to call ObjectReference.SetValue(...) on them without having to test for an actor being present first.
- Found in:
- Vanilla
Convenience function - jduvall
- Found in:
- Vanilla
kmk - convenience function for actor/ship
- Found in:
- Vanilla
kmk - convenience function for actor/ship
- Found in:
- Vanilla
kmk - convenience function for actor/ship
- Found in:
- Vanilla
kmk - convenience function for ship
does nothing if called on actor- Found in:
- Vanilla
scornett - Convenience function for ships.
Does nothing if either reference is an actor.- Found in:
- Vanilla
boolfunctionTryToMoveNear(ObjectReferenceakTarget, intpositionVal=0, intdistanceVal=0, intfacingVal=0)scornett
- Found in:
- Vanilla
- Found in:
- Vanilla
kmk - first clears, then refills alias (so alias will be empty if nothing is found by RefillAlias call)
