Difference between revisions of "OnTriggerEnter - ObjectReference"

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→‎Notes: Interactive Conditions
imported>Goggle
imported>Scrivener07
(→‎Notes: Interactive Conditions)
 
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** Note, however, that because of the way Papyrus event handling and threading works, at any given moment, your count may be inaccurate, and there is a risk of the count becoming 'stuck' over time if events are not processed correctly. If your script requires precise accuracy, use the trigger's Interaction Conditions to restrict it to just the references you care about (eg. the player), then use [[GetTriggerObjectCount_-_ObjectReference|GetTriggerObjectCount]] to verify that the reference is actually in the trigger at the time it matters.
** Note, however, that because of the way Papyrus event handling and threading works, at any given moment, your count may be inaccurate, and there is a risk of the count becoming 'stuck' over time if events are not processed correctly. If your script requires precise accuracy, use the trigger's Interaction Conditions to restrict it to just the references you care about (eg. the player), then use [[GetTriggerObjectCount_-_ObjectReference|GetTriggerObjectCount]] to verify that the reference is actually in the trigger at the time it matters.
* The trigger's Collision Layer (typically L_TRIGGER) determines what types of objects will fire OnTriggerEnter/OnTriggerLeave events when they enter the trigger. For example, actors do, statics don't.
* The trigger's Collision Layer (typically L_TRIGGER) determines what types of objects will fire OnTriggerEnter/OnTriggerLeave events when they enter the trigger. For example, actors do, statics don't.
* A trigger's Interactive Conditions can be used to specify the type of object(s) that can send this event.


== See Also ==
== See Also ==
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