Difference between revisions of "Talk:Condition Functions"

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imported>Goggle
m (On listing Fallout condition functions under its own header.)
 
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I need to test this out more, but so far, fast traveling will "interrupt" spell conditions. That is to say, it will check every second but if the condition is time sensitive(like GameHour: >= 7.000 AND <= 8.00) and you fast travel past that, ''but'' still within the time frame, the spell/ability wont fire. Similar to Skyrim's Event OnUpdateGameTime(), not taking into account for hours past the registered time, except it'll still fire, but much later than one expects.
I need to test this out more, but so far, fast traveling will "interrupt" spell conditions. That is to say, it will check every second but if the condition is time sensitive(like GameHour: >= 7.000 AND <= 8.00) and you fast travel past that, ''but'' still within the time frame, the spell/ability wont fire. Similar to Skyrim's Event OnUpdateGameTime(), not taking into account for hours past the registered time, except it'll still fire, but much later than one expects.
Add Fallout specific condition functions under its own header.
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This should make it easier for folks to see what new condition functions were added.

Latest revision as of 05:36, 18 August 2016

Fast Travel and using conditions in spells.


I need to test this out more, but so far, fast traveling will "interrupt" spell conditions. That is to say, it will check every second but if the condition is time sensitive(like GameHour: >= 7.000 AND <= 8.00) and you fast travel past that, but still within the time frame, the spell/ability wont fire. Similar to Skyrim's Event OnUpdateGameTime(), not taking into account for hours past the registered time, except it'll still fire, but much later than one expects.

Add Fallout specific condition functions under its own header.


This should make it easier for folks to see what new condition functions were added.