Difference between revisions of "OnPlayerLoadGame - Actor"
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'''Member of:''' [[Actor Script]] | '''Member of:''' [[Actor Script]] | ||
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</source> | </source> | ||
== Parameters == | |||
None | |||
== Examples == | |||
The player is unique in that it is almost always bad practice to modify the [[Actor]] form directly. | |||
This is due to compatibily reasons concerning ''The Rule of One''. | |||
There are several techniques to avoid violating this rule. | |||
=== Example === | |||
This example is straight forward but violates ''The Rule of One'' because it requires the player [[Actor]] to be modified. | |||
<source lang="papyrus"> | <source lang="papyrus"> | ||
Event | Scriptname Example extends Actor | ||
Event OnPlayerLoadGame() | |||
Debug.TraceSelf(self, "OnPlayerLoadGame", "The player actor has reloaded the game.") | |||
EndEvent | |||
</source> | </source> | ||
== | === Alternative === | ||
A [[ReferenceAlias Script|ReferenceAlias]] or [[ActiveMagicEffect Script|ActiveMagicEffect]] will receive events from the [[Actor]] they are attached to. | |||
'''A quest alias pointed at the player''' | |||
<source lang="papyrus"> | |||
Scriptname Example extends ReferenceAlias | |||
Event OnPlayerLoadGame() | |||
Debug.TraceSelf(self, "OnPlayerLoadGame", "The player actor has reloaded the game.") | |||
EndEvent | |||
</source> | |||
'''A magic effect on the player''' | |||
<source lang="papyrus"> | <source lang="papyrus"> | ||
Scriptname Example extends ActiveMagicEffect | |||
Event OnPlayerLoadGame() | Event OnPlayerLoadGame() | ||
Debug.TraceSelf(self, "OnPlayerLoadGame", "The player actor has reloaded the game.") | |||
EndEvent | |||
</source> | </source> | ||
=== Remoting === | |||
With [[Remote Papyrus Event Registration]], this event may also be handled from ''any'' script object. | |||
<source lang="papyrus"> | <source lang="papyrus"> | ||
Scriptname Example extends ScriptObject | |||
Event | |||
Event OnInit() | |||
RegisterForRemoteEvent(Game.GetPlayer(), "OnPlayerLoadGame") | |||
Debug.TraceSelf(self, "Actor.OnPlayerLoadGame", "This script has initialized and is now listening for the 'OnPlayerLoadGame' event.") | |||
EndEvent | |||
Event Actor.OnPlayerLoadGame(Actor akSender) | |||
Debug.TraceSelf(self, "Actor.OnPlayerLoadGame", "The player actor has reloaded.") | |||
EndEvent | |||
</source> | </source> | ||
== Notes == | == Notes == | ||
*This event | *This event will fire for the '''first time''' on the next load. See also ''OnInit''. | ||
== See Also == | == See Also == | ||
*[[Actor Script]] | *[[Actor]] | ||
*[[OnInit - ScriptObject]] | |||
*[[ReferenceAlias Script]] | |||
*[[ActiveMagicEffect Script]] | |||
*[[Remote Papyrus Event Registration]] | |||
[[Category:Scripting]] | |||
[[Category:Papyrus]] | |||
[[Category:Events]] |
Latest revision as of 13:16, 2 December 2018
Member of: Actor Script
Event called when the player loads a save game. This event is only sent to the player actor.
Syntax[edit | edit source]
Event OnPlayerLoadGame()
Parameters[edit | edit source]
None
Examples[edit | edit source]
The player is unique in that it is almost always bad practice to modify the Actor form directly. This is due to compatibily reasons concerning The Rule of One. There are several techniques to avoid violating this rule.
Example[edit | edit source]
This example is straight forward but violates The Rule of One because it requires the player Actor to be modified.
Scriptname Example extends Actor
Event OnPlayerLoadGame()
Debug.TraceSelf(self, "OnPlayerLoadGame", "The player actor has reloaded the game.")
EndEvent
Alternative[edit | edit source]
A ReferenceAlias or ActiveMagicEffect will receive events from the Actor they are attached to.
A quest alias pointed at the player
Scriptname Example extends ReferenceAlias
Event OnPlayerLoadGame()
Debug.TraceSelf(self, "OnPlayerLoadGame", "The player actor has reloaded the game.")
EndEvent
A magic effect on the player
Scriptname Example extends ActiveMagicEffect
Event OnPlayerLoadGame()
Debug.TraceSelf(self, "OnPlayerLoadGame", "The player actor has reloaded the game.")
EndEvent
Remoting[edit | edit source]
With Remote Papyrus Event Registration, this event may also be handled from any script object.
Scriptname Example extends ScriptObject
Event OnInit()
RegisterForRemoteEvent(Game.GetPlayer(), "OnPlayerLoadGame")
Debug.TraceSelf(self, "Actor.OnPlayerLoadGame", "This script has initialized and is now listening for the 'OnPlayerLoadGame' event.")
EndEvent
Event Actor.OnPlayerLoadGame(Actor akSender)
Debug.TraceSelf(self, "Actor.OnPlayerLoadGame", "The player actor has reloaded.")
EndEvent
Notes[edit | edit source]
- This event will fire for the first time on the next load. See also OnInit.