Difference between revisions of "OnLoad - ObjectReference"

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== Notes ==
== Notes ==
This event will '''not''' be called when the object is being loaded during initial savegame load.


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
*[[OnUnload - ObjectReference]]
*[[OnUnload - ObjectReference]]

Latest revision as of 18:00, 11 February 2024

Member of: ObjectReference Script

Event called when the object is "as loaded as it can be" - meaning:

  • If the object is enabled, it will have completely loaded its 3D and be ready to animate or otherwise manipulated without issues.
  • If the object is disabled, it will receive the event when it enters the loaded area but obviously will not have its 3D.
  • The event is ALSO called when an object is enabled within the loaded area - in which case it will have its 3D when the event is fired.

Syntax[edit | edit source]

Event OnLoad()

Parameters[edit | edit source]

None.

Examples[edit | edit source]

Event OnLoad()
  if !IsDisabled()
      Debug.Trace("This object is loaded, playing animations should work now")
  else
      Debug.Trace("This object is loaded but disabled - so it doesn't have 3D")
  endif
endEvent

Notes[edit | edit source]

This event will not be called when the object is being loaded during initial savegame load.

See Also[edit | edit source]