Difference between revisions of "IsBoundGameObjectAvailable - ScriptObject"

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imported>Docclox
m (The example is wrong - it's a ScriptObject not an ObjectReference.)
imported>Docclox
 
Line 21: Line 21:
; Make sure we have a reference to manipulate before we try to do so
; Make sure we have a reference to manipulate before we try to do so
if MyScriptObject.IsBoundGameObjectAvailable()
if MyScriptObject.IsBoundGameObjectAvailable()
   ; Do cool stuff with MyReference here, as it is available to be manipulated
   ; Do cool stuff with MyScriptObject here, as it is available to be manipulated
endIf
endIf
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</source>

Latest revision as of 02:47, 23 June 2020

Member of: ScriptObject Script

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.

Syntax[edit | edit source]

bool Function IsBoundGameObjectAvailable() native

Parameters[edit | edit source]

None.

Return Value[edit | edit source]

True if this script is attached to a valid in-game object. False if not.

Examples[edit | edit source]

; Make sure we have a reference to manipulate before we try to do so
if MyScriptObject.IsBoundGameObjectAvailable()
  ; Do cool stuff with MyScriptObject here, as it is available to be manipulated
endIf

See Also[edit | edit source]