Difference between revisions of "SetPropertyValue - ScriptObject"

From the Fallout4 CreationKit Wiki
Jump to navigation Jump to search
imported>Plplecuyer
(No difference)

Revision as of 11:30, 3 December 2015

Member of: ScriptObject Script

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

Syntax

Function SetPropertyValue(string asProperyName, Var aValue) native

Parameters

  • asPropertyName: The name of the property to set
  • aValue: The value to set the property to

Return Value

None.

Examples

; Set the value of the "DamageMultiplier" property on the "CombatOverhaul" script
; We use CastAs to make sure we don't depend on the script we want to call the function on
ScriptObject combatScript = FormFromOtherMod.CastAs("CombatOverhaul")
; note the '.0' to ensure it is a float, 1 won't work for float properties
combatScript.SetPropertyValue("DamageMultiplier", 1.0)

Notes

  • If the property name don't exist, the function will error. You may want to check for the existence of the mod you want to talk to before using this.
  • The value type must match exactly. You cannot give it a float if the property expects an int, or an Actor if the property expects an ObjectReference. Normally the compiler would do these casts for you in a normal property set, but it doesn't know what the type is, so it is your responsibility to match them up.
  • The compiler cannot check the property name for you, so make sure to triple check everything!

See Also