Difference between revisions of "OnPlayerCameraState - ScriptObject"
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imported>Qazaaq (added f4se member) |
imported>Qazaaq (added descriptions and example) |
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{{Template:Papyrus:RequiredF4SE|version=0.3.1}} | {{Template:Papyrus:RequiredF4SE|version=0.3.1}} | ||
Event called when the players camera state has changed. | |||
== Syntax == | == Syntax == | ||
Line 11: | Line 11: | ||
== Parameters == | == Parameters == | ||
*aiOldState: | *aiOldState: The players old camera state. | ||
*aiNewState: | *aiNewState: The players new camera state. | ||
== Camera States == | |||
* 0 - First Person | |||
* 1 - Auto Vanity | |||
* 2 - VATS | |||
* 3 - Free | |||
* 4 - Iron Sights | |||
* 5 - Transition | |||
* 6 - Tween Menu | |||
* 7 - ThirdPerson1 | |||
* 8 - ThirdPerson2 | |||
* 9 - Furniture | |||
* 10 - Horse | |||
* 11 - Bleedout | |||
* 12 - Dialogue | |||
== Examples == | == Examples == | ||
<source lang="papyrus"> | <source lang="papyrus"> | ||
Event OnPlayerCameraState(int aiOldState, int aiNewState) | |||
Debug.Trace("The new state is "+aiNewState+" and the old state is "+aiOldState) | |||
EndEvent | |||
</source> | |||
<source lang="papyrus"> | |||
Scriptname Example extends ScriptObject | |||
int FirstPersonState = 0 const | |||
int AutoVanityState = 1 const | |||
int VATSState = 2 const | |||
int FreeState = 3 const | |||
int IronSightsState = 4 const | |||
int TransitionState = 5 const | |||
int TweenMenuState = 6 const | |||
int ThirdPerson1State = 7 const | |||
int ThirdPerson2State = 8 const | |||
int FurnitureState = 9 const | |||
int HorseState = 10 const | |||
int BleedoutState = 11 const | |||
int DialogueState = 12 const | |||
Event OnInit() | |||
RegisterForCameraState() | |||
EndEvent | |||
Event OnPlayerCameraState(int aiOldState, int aiNewState) | |||
If (aiNewState == FirstPersonState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the first person state.") | |||
ElseIf (aiNewState == AutoVanityState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the auto vanity state.") | |||
ElseIf (aiNewState == VATSState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the VATS state.") | |||
ElseIf (aiNewState == FreeState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the free state.") | |||
ElseIf (aiNewState == IronSightsState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the iron sights state.") | |||
ElseIf (aiNewState == TransitionState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the transition state.") | |||
ElseIf (aiNewState == TweenMenuState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the tween menu state.") | |||
ElseIf (aiNewState == ThirdPerson1State) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the third person 1 state.") | |||
ElseIf (aiNewState == ThirdPerson2State) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the third person 2 state.") | |||
ElseIf (aiNewState == FurnitureState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the furniture state.") | |||
ElseIf (aiNewState == HorseState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the horse state.") | |||
ElseIf (aiNewState == BleedoutState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the bleedout state.") | |||
ElseIf (aiNewState == DialogueState) | |||
Debug.Trace("The new camera state of "+aiNewState+" is the dialogue state.") | |||
Else | |||
Debug.Trace("Something went wrong, the new camera state of "+aiNewState+" is out of range.") | |||
EndIf | |||
EndEvent | |||
</source> | </source> | ||
== See Also == | == See Also == | ||
*[[ScriptObject Script]] | *[[ScriptObject Script]] | ||
*[[RegisterForCameraState - ScriptObject]] | |||
Revision as of 17:19, 25 January 2018
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F4SE Member of: ScriptObject Script
Requires F4SE version 0.3.1 or higher.
Event called when the players camera state has changed.
Syntax
Event OnPlayerCameraState(int aiOldState, int aiNewState)
Parameters
- aiOldState: The players old camera state.
- aiNewState: The players new camera state.
Camera States
- 0 - First Person
- 1 - Auto Vanity
- 2 - VATS
- 3 - Free
- 4 - Iron Sights
- 5 - Transition
- 6 - Tween Menu
- 7 - ThirdPerson1
- 8 - ThirdPerson2
- 9 - Furniture
- 10 - Horse
- 11 - Bleedout
- 12 - Dialogue
Examples
Event OnPlayerCameraState(int aiOldState, int aiNewState)
Debug.Trace("The new state is "+aiNewState+" and the old state is "+aiOldState)
EndEvent
Scriptname Example extends ScriptObject
int FirstPersonState = 0 const
int AutoVanityState = 1 const
int VATSState = 2 const
int FreeState = 3 const
int IronSightsState = 4 const
int TransitionState = 5 const
int TweenMenuState = 6 const
int ThirdPerson1State = 7 const
int ThirdPerson2State = 8 const
int FurnitureState = 9 const
int HorseState = 10 const
int BleedoutState = 11 const
int DialogueState = 12 const
Event OnInit()
RegisterForCameraState()
EndEvent
Event OnPlayerCameraState(int aiOldState, int aiNewState)
If (aiNewState == FirstPersonState)
Debug.Trace("The new camera state of "+aiNewState+" is the first person state.")
ElseIf (aiNewState == AutoVanityState)
Debug.Trace("The new camera state of "+aiNewState+" is the auto vanity state.")
ElseIf (aiNewState == VATSState)
Debug.Trace("The new camera state of "+aiNewState+" is the VATS state.")
ElseIf (aiNewState == FreeState)
Debug.Trace("The new camera state of "+aiNewState+" is the free state.")
ElseIf (aiNewState == IronSightsState)
Debug.Trace("The new camera state of "+aiNewState+" is the iron sights state.")
ElseIf (aiNewState == TransitionState)
Debug.Trace("The new camera state of "+aiNewState+" is the transition state.")
ElseIf (aiNewState == TweenMenuState)
Debug.Trace("The new camera state of "+aiNewState+" is the tween menu state.")
ElseIf (aiNewState == ThirdPerson1State)
Debug.Trace("The new camera state of "+aiNewState+" is the third person 1 state.")
ElseIf (aiNewState == ThirdPerson2State)
Debug.Trace("The new camera state of "+aiNewState+" is the third person 2 state.")
ElseIf (aiNewState == FurnitureState)
Debug.Trace("The new camera state of "+aiNewState+" is the furniture state.")
ElseIf (aiNewState == HorseState)
Debug.Trace("The new camera state of "+aiNewState+" is the horse state.")
ElseIf (aiNewState == BleedoutState)
Debug.Trace("The new camera state of "+aiNewState+" is the bleedout state.")
ElseIf (aiNewState == DialogueState)
Debug.Trace("The new camera state of "+aiNewState+" is the dialogue state.")
Else
Debug.Trace("Something went wrong, the new camera state of "+aiNewState+" is out of range.")
EndIf
EndEvent