Difference between revisions of "GetLOS"
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Link to TES4 Construction Set Wiki: [http://cs.elderscrolls.com/index.php?title=GetLOS GetLOS]. | |||
'''Syntax:''' | |||
[''ActorID''.]GetLOS ''ObjectID'' | |||
'''Example:''' | |||
testActor.GetLOS TestMarker | |||
Returns true if calling actor has line of sight to the specified object. Can only be called on actors. | |||
==Notes== | |||
* When called on a non-player actor, the supplied ObjectID must be another actor or getLOS will return false, even when the object is within line of sight. | |||
* When called on the player... | |||
** ...non-actors can be specified as an objectID. | |||
*** If the objectID parameter is not an actor, however, this function is quite slow and should not be run every frame. | |||
** ...it returns true if the ''camera'' can see the object, '''not''' if the player-character can see the object. This means that in Third-Person, GetLOS may return true for objects ''behind'' the player, if they are close enough that they can be seen with the camera. | |||
* When called on a disabled actor, it crashes the game. May CTD if GetLOS is called by an actor that was disabled in the previous frame. A delay of a few frames after the actor is enabled will solve this issue. | |||
* The field of view for LOS is +/- 95 degrees from the 0 axis line in which the observer (non-player actor, player, or camera) is looking straight ahead. | |||
** All creatures and non-player actors have the same field of view for LOS, regardless of eye placement, or if they even have heads (zombies) or eyes (will-o-wisps). | |||
[[Category:Functions]] | [[Category:Functions]] | ||
[[Category:Functions (GECK 1.1)]] | |||
[[Category:Condition Functions]] | [[Category:Condition Functions]] | ||
[[Category:Condition Functions (GECK 1.1)]] | |||
[[Category:Actor Functions]] | [[Category:Actor Functions]] | ||
[[Category:Actor Functions (GECK 1.1)]] |
Latest revision as of 12:15, 26 May 2014
Link to TES4 Construction Set Wiki: GetLOS.
Syntax:
[ActorID.]GetLOS ObjectID
Example:
testActor.GetLOS TestMarker
Returns true if calling actor has line of sight to the specified object. Can only be called on actors.
Notes[edit | edit source]
- When called on a non-player actor, the supplied ObjectID must be another actor or getLOS will return false, even when the object is within line of sight.
- When called on the player...
- ...non-actors can be specified as an objectID.
- If the objectID parameter is not an actor, however, this function is quite slow and should not be run every frame.
- ...it returns true if the camera can see the object, not if the player-character can see the object. This means that in Third-Person, GetLOS may return true for objects behind the player, if they are close enough that they can be seen with the camera.
- ...non-actors can be specified as an objectID.
- When called on a disabled actor, it crashes the game. May CTD if GetLOS is called by an actor that was disabled in the previous frame. A delay of a few frames after the actor is enabled will solve this issue.
- The field of view for LOS is +/- 95 degrees from the 0 axis line in which the observer (non-player actor, player, or camera) is looking straight ahead.
- All creatures and non-player actors have the same field of view for LOS, regardless of eye placement, or if they even have heads (zombies) or eyes (will-o-wisps).