Background for Starfield

ScriptObject


Inheritance Tree
ScriptExtended By
ScriptExtended By
79 scripts
ScriptExtended By
ScriptExtended By
ScriptExtended By
ScriptExtended By
ScriptExtended By
ScriptExtended By
Structs
Properties
Events
Functions
voidfunctionAddInventoryEventFilter(FormakFilter)Native

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varfunctionCallFunction(stringasFuncName, var[]aParams)Native

Calls a function on this script synchronously and returns whatever that function does.

voidfunctionCallFunctionNoWait(stringasFuncName, var[]aParams)Native

Calls a function on this script asynchronously. Script execution continues immediately without waiting for the function you called to finish (or even start).

voidfunctionCancelTimer(intaiTimerID=0)Native

Cancels the specified real-time timer on this script. Does nothing if that timer has already expired or doesn't exist.

voidfunctionCancelTimerGameTime(intaiTimerID=0)Native

Cancels the specified game-time timer on this script. Does nothing if that timer has already expired or doesn't exist.

varfunctionGetPropertyValue(stringasPropertyName)Native

Gets the current value of a property on this script by name.

stringfunctionGetState()

Obtains the current state of the script, as a string.

voidfunctionGotoState(stringasNewState)

Sets this object's current state, issuing OnBeginState - ScriptObject and OnEndState - ScriptObject events as necessary.

ScriptObjectfunctionCastAs(stringasScriptName)Native

Attempts to cast this script as a different script, but without adding a dependency on the calling script.

voidfunctionPauseTimer(intaiTimerID, boolabPause=true)Native

Pause or resume the given timer with aiTimerID
it will attempt to pause if abPause is true or resume if false
If the timer is already in the requested state nothing happens.

voidfunctionPauseTimerGameTime(intaiTimerID, boolabPause=true)Native

Pause or resume the given game-time timer with aiTimerID
It will attempt to pause if abPause is true or resume if false
If the timer is already in the requested state nothing happens.

boolfunctionIsBoundGameObjectAvailable()Native

Returns whether this script is attached to a valid and available in-game object. If it returns false, then calling native functions from one of the ScriptObject-extended scripts (like Form, or Alias, or ActiveMagicEffect) will immediately fail because it has no in-game object to operate on. The most common cases of this happening would be a magic effect that has expired, or a reference that is stored in a container.

voidfunctionRegisterForActorValueChangedEvent(ObjectReferenceakObjRef, ActorValueakActorValue)Native

Registers to receive an event when an actor value changed for a specified actor and actor value

voidfunctionRegisterForActorValueGreaterThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

Registers to receive an event when an actor value is changed for a specified actor and actor value to a value that is greater than the given value
This must be re-registered for everytime it is received if the script wants to keep receiving the event

voidfunctionRegisterForActorValueLessThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

Registers to receive an event when an actor value is changed for a specified actor and actor value to a value that is less than the given value
This must be re-registered for everytime it is received if the script wants to keep receiving the event

voidfunctionRegisterForAffinityEvent(AffinityEventakAffinityEvent)Native

Register for the specified affinity event is fired

boolfunctionRegisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

Registers this active magic effect/alias/form for the specified animation event on the specified reference.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForChallengeEvents()Native

Register for challenge events

voidfunctionRegisterForCustomEvent(ScriptObjectakSender, stringasEventName)Native

Registers this script to receive the specified custom event from the source object whenever that source object sends the event. The event will be relayed only to this script and will not be sent to other scripts attached to the same object, or to any aliases or magic effects attached to the object.

voidfunctionRegisterForDetectionLOSGain(ActorakViewer, ObjectReferenceakTarget)Native

Registers this script to receive a single OnGainLOS based on actor detection or current player camera view. If the viewer is currently looking at the target, the event will be sent immediately.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForDetectionLOSLost(ActorakViewer, ObjectReferenceakTarget)Native

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voidfunctionRegisterForDirectLOSGain(ObjectReferenceakViewer, ObjectReferenceakTarget, stringasViewerNode="", stringasTargetNode="")Native

Registers this script to receive a single OnGainLOS based on a direct LOS pick. If the viewer can currently see the target, the event will be sent immediately.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForDirectLOSLost(ObjectReferenceakViewer, ObjectReferenceakTarget, stringasViewerNode="", stringasTargetNode="")Native

Registers this script to receive a single OnLostLOS based on a direct LOS pick. If the viewer can not currently see the target, the event will be sent immediately.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForDistanceLessThanEvent(ScriptObjectakObj1, ScriptObjectakObj2, floatafDistance, intaiEventID=0)Native

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voidfunctionRegisterForDistanceGreaterThanEvent(ScriptObjectakObj1, ScriptObjectakObj2, floatafDistance, intaiEventID=0)Native

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voidfunctionRegisterForHitEvent(ScriptObjectakTarget, ScriptObjectakAggressorFilter=NONE, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)Native

Registers this script to receive a single OnHit event matching the filters given to this function.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForHitEventAggressorRefArray(ScriptObjectakTarget, ObjectReference[]akAggressorFilterRefArray, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)

takes an array for aggressors and calls RegisterForHitEvent for each one as akAgressorFilter

voidfunctionRegisterForHitEventAggressorRefAliasArray(ScriptObjectakTarget, ReferenceAlias[]akAggressorFilterRefAliasArray, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)

takes an array for aggressors and calls RegisterForHitEvent for each one as akAgressorFilter

voidfunctionRegisterForHitEventAggressorFactionArray(ScriptObjectakTarget, Faction[]akAggressorFilterFactionArray, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)

takes an array for aggressors and calls RegisterForHitEvent for each one as akAgressorFilter

voidfunctionRegisterForMagicEffectApplyEvent(ScriptObjectakTarget, ScriptObjectakCasterFilter=NONE, FormakEffectFilter=NONE, boolabMatch=true)Native

Registers this script to receive a single OnMagicEffectApply event matching the filters given to this function.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForMenuOpenCloseEvent(stringasMenuName)Native

Registers this active magic effect/alias/form to receive menu open/close events.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForPlayerSleep()Native

Registers this active magic effect/alias/form to receive events when the player goes to sleep and when he wakes up.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForPlayerTeleport()Native

Registers this active magic effect/alias/form to receive events when the player goes teleports via fast travel, load doors, or MoveTo.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

voidfunctionRegisterForPlayerWait()Native

Registers this active magic effect/alias/form to receive events when the player starts and stops waiting.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

Registers this script to receive a single OnRadiationDamage event from the target.

Only the script that registers for an event will receive it. Other scripts attached to the same form, alias, or magic effect will not receive the event unless they also register for it.

boolfunctionRegisterForRemoteEvent(ScriptObjectakEventSource, stringasEventName)Native

Registers this script to receive the specified event from the source object whenever that source object receives the event. Calling the event directly on the source object will not relay the event to this script. The event will be relayed only to this script and will not be sent to other scripts attached to the same object, or to any aliases or magic effects attached to the object.

voidfunctionRegisterForTrackedStatsEvent(stringasStat, intaiThreshold)Native

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Registers to receive events from Starmap menu

Registers to receive events from PlanetLandingSiteSelectMenu

voidfunctionRegisterForTutorialEvent(stringasEventName)Native

Registers this script to receive OnTutorialEvent.

Only the script that registers for an event will receive it. Other scripts will not receive the event unless they also register for it. Once the event is received, you will be unregistered automatically.

Registers to receive GameplayOptionChanged events from the settings menu

voidfunctionRemoveAllInventoryEventFilters()Native

Removes all "filters" applied to inventory events on this object. The object will no longer receive any inventory events. The filters are removed separately from each script on an object, so each script on an object needs to separately manage its own filters and will not interfere with any filters on any other scripts attached to the same object.

voidfunctionRemoveInventoryEventFilter(FormakFilter)Native

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voidfunctionSendCustomEvent(stringasEvent, var[]akArgs=NONE)Native

Sends the specified custom event to any scripts that have registered for it. The event must be defined in our script or in one of our parent scripts. This function returns immediately, not waiting for any of the receivers.

voidfunctionSetPropertyValue(stringasPropertyName, varaValue)Native

Sets the value of a property on this script by name, synchronously.

voidfunctionSetPropertyValueNoWait(stringasPropertyName, varaValue)Native

Sets a the value of a property on this script by name, asynchronously.

voidfunctionStartTimer(floatafInterval, intaiTimerID=0)Native

Starts a real-time timer on this script with the specified ID. Will cause an OnTimer event to occur once the timer expires that will not repeat. Time will only count when not in menu-mode.

voidfunctionStartTimerGameTime(floatafInterval, intaiTimerID=0)Native

Starts a game-time timer on this script with the specified ID. Will cause an OnTimerGameTime event to occur once the timer expires that will not repeat. Time will only count when not in menu-mode.

voidfunctionUnregisterForActorValueChangedEvent(ObjectReferenceakObjRef, ActorValueakActorValue)Native

Unregister for the actor value changed event for the specified actor and actor value.

voidfunctionUnregisterForActorValueGreaterThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

Unregister for the actor value greater than event for the specified actor, actor value and comparison value.

voidfunctionUnregisterForActorValueLessThanEvent(ObjectReferenceakObjRef, ActorValueakActorValue, floatafCompareValue)Native

Unregister for the actor value greater than event for the specified actor, actor value and comparison value.

voidfunctionUnregisterForAffinityEvent(AffinityEventakAffinityEvent)Native

Unregister for an affinity event

Unregister for all actor value events

voidfunctionUnregisterForAllAffinityEvents()Native

Unregister for all affinity events

voidfunctionUnregisterForAllEvents()Native

Unregisters this script from all events that it has registered for.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive their events.

voidfunctionUnregisterForAllCustomEvents()Native

Unregisters this script from all custom events that it has registered for.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive their events.

voidfunctionUnregisterForAllHitEvents(ScriptObjectakTarget=NONE)Native

Unregisters this script from all OnHit events from the specified target - or from all targets if given a None target.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

Unregisters this script from all OnMagicEffectApply events from the specified target - or from all targets if given a None target.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

Unregisters this script from all OnMenuOpenCloseEvent events.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

Unregisters this script from all OnRadiationDamage events.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

voidfunctionUnregisterForAllRemoteEvents()Native

Unregisters this script from all remote events that it has registered for.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive their events.

Unregisters this active magic effect/alias/form from receiving any tracked stats events.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

voidfunctionUnregisterForAnimationEvent(ObjectReferenceakSender, stringasEventName)Native

Unregisters this active magic effect/alias/form from the specified animation event on the specified reference.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

voidfunctionUnregisterForChallengeEvents()Native

Unregisters this form to receive events when challenges are completed

voidfunctionUnregisterForCustomEvent(ScriptObjectakSender, stringasEventName)Native

Unregisters this script from receive the specified custom event from the source object whenever that source object sends the event. This will only unregister this script and not any other script attached to the same form, or alias or magic effect.

voidfunctionUnregisterForDistanceEvents(ScriptObjectakObj1, ScriptObjectakObj2, intaiEventID=-1)Native

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voidfunctionUnregisterForHitEvent(ScriptObjectakTarget, ScriptObjectakAggressorFilter=NONE, FormakSourceFilter=NONE, FormakProjectileFilter=NONE, intaiPowerFilter=-1, intaiSneakFilter=-1, intaiBashFilter=-1, intaiBlockFilter=-1, boolabMatch=true)Native

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voidfunctionUnregisterForLOS(ObjectReferenceakViewer, ObjectReferenceakTarget)Native

Unregisters this script to stop receiving LOS events from between the viewer and the target.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

voidfunctionUnregisterForMagicEffectApplyEvent(ScriptObjectakTarget, ScriptObjectakCasterFilter=NONE, FormakEffectFilter=NONE, boolabMatch=true)Native

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voidfunctionUnregisterForMenuOpenCloseEvent(stringasMenuName)Native

Unregisters this active magic effect/alias/form from receiving menu open/close events.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

voidfunctionUnregisterForPlayerSleep()Native

Unregisters this active magic effect/alias/form from receiving sleep-related events.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

voidfunctionUnregisterForPlayerTeleport()Native

Unregisters this active magic effect/alias/form from receiving teleport events.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

voidfunctionUnregisterForPlayerWait()Native

Unregisters this active magic effect/alias/form from receiving wait-related events.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

Unregisters this script from a OnRadiationDamage event from the target.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it separately.

voidfunctionUnregisterForRemoteEvent(ScriptObjectakEventSource, stringasEventName)Native

Unregisters this script from receive the specified event from the source object whenever that source object receives the event. This will only unregister this script and not any other script attached to the same form, or alias or magic effect.

voidfunctionUnregisterForTrackedStatsEvent(stringasStat)Native

Unregisters this active magic effect/alias/form from receiving a tracked stats event for the specified stat.

Only the script that unregisters for an event will stop receiving it. Other scripts attached to the same form, alias, or magic effect will still receive the event if they registered for it seperately.

voidfunctionUnregisterForTrackedStatsEventThreshold(stringasStat, intaiThreshold)Native

Unregisters this script from receiving an event for the specified stat at the specified threshold

Unregisters from receiving events from Starmap menu

Unregisters from receiving events from PlanetLandingSiteSelectMenu

voidfunctionUnregisterForTutorialEvent(stringasEventName)Native

Unregisters this script from receiving OnTutorialEvent.

Only the script that unregisters for an event will stop receiving it. Other scripts will still receive the event if they registered for it separately.

Unregisters from receiving GameplayOptionChanged events from the settings menu

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