Difference between revisions of "OnItemAdded - ObjectReference"

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imported>Plplecuyer
 
imported>Goggle
m (→‎Notes: Removed my note about this event not telling the difference between equipped items and unequipped items of the same type. That is actually a problem with RemoveItem.)
 
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Latest revision as of 07:19, 25 September 2016

Member of: ObjectReference Script

Event received when an item is inserted into this object's container. Only arrives if it matches an inventory filter in place on the script receiving the event.

Syntax[edit | edit source]

Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)

Parameters[edit | edit source]

  • akBaseItem: The base object for the item that was added to this container.
  • aiItemCount: The number of items added to this container.
  • akItemReference: The specific reference added to the container, if any. Will be None if a non-persistant object is added.
  • akSourceContainer: The container that the object(s) came from. If None, then the object came from the world.

Examples[edit | edit source]

Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
  if !akSourceContainer
    Debug.Trace("I picked up " + aiItemCount + "x " + akBaseItem + " from the world")
  elseif akSourceContainer == Game.GetPlayer()
    Debug.Trace("The player game me " + aiItemCount + "x " + akBaseItem)
  else
    Debug.Trace("I got " + aiItemCount + "x " + akBaseItem + " from another container")
  endIf
endEvent

Notes[edit | edit source]

  • Once an object has been added to a container it usually no longer exists. You can then only call inventory-safe functions on it.
  • You must use AddInventoryEventFilter to receive this event, letting it know what items you care about.

See Also[edit | edit source]