OnHit - ScriptObject
Member of: ScriptObject Script
Event called when a target is hit by a weapon or projectile.
This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.
SyntaxEdit
Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, \
bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial)
ParametersEdit
- akTarget: The ObjectReference
- akAggressor: The ObjectReference that attacked this reference.
- akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.
- akProjectile: The Projectile that hit this reference.
- abPowerAttack: Was the hit caused by a power attack?
- abSneakAttack: Was the hit caused by a sneak attack?
- abBashAttack: Was the hit caused by a bash attack?
- abHitBlocked: Was the hit blocked?
- apMaterial: Material name where this object was hit. Used for specific script reactions to different hit locations.
ExamplesEdit
Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, \
bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string apMaterial)
Debug.Trace(akTarget + " was hit by " + akAggressor)
EndEvent
NotesEdit
- akSource and akProjectile can be None under various circumstances:
- The target is an Actor:
- akSource can be None if hit by a projectile attack where the projectile was not fired by a weapon or spell
- akProjectile can be None if hit by a melee attack.
- The target is not an Actor:
- akSource can be None if hit by a projectile attack where the projectile was not fired by a weapon (for example, a magic spell with a projectile component).
- akProjectile can be None if hit by a melee attack.
- The target is an Actor:
- Also, if the target is an Actor and the projectile was caused by a weapon enchant, the enchanted weapon will be in akSource.
- Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
- This event only fires once, in order to have it fire again, you must re-register.