Difference between revisions of "HasVariable"

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imported>Odessa
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imported>Odessa
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{{Function
{{Function
  |origin = NVSE
  |origin = NVSE
  |summary = Returns true if the specified object's script has a variable of the specified name. Works on both quests and actors for all variable types. Added by NVSE V4.1.
  |summary = Returns true (1) if the specified object's script has a variable of the specified name. Works for any scriptable object for all variable types. Added by NVSE V4.1.
  |name = HasVariable
  |name = HasVariable
  |returnType = bool
  |returnType = bool
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   |Name = Parent
   |Name = Parent
   |Type = Object
   |Type = Object
  |Optional = y
   }}
   }}
  |referenceType =  
  |referenceType = ref
|example = ref rActor
}}
if HasVariable "Waiting", rActor
==Example==
<pre>
ref rActor
 
if rActor.HasVariable "Waiting"
     ; Set or get it, etc
     ; Set or get it, etc
endif
endif
}}
 
; Alternatively, (or required if rActor holds a base form):
 
if HasVariable "Waiting", rActor
</pre>
==See Also==
==See Also==
*[[ShowVars]] / [[Con_ShowVars]] to print all variables and values to the console
*[[GetVariable]] (to retrieve the actual value of a numeric variable)
*[[GetVariable]] (to retrieve the actual value of a numeric variable)
*[[GetRefVariable]] (as above for ref variables)
*[[GetRefVariable]] (as above for ref variables)
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*[[SetVariable]] (Added by NVSE 4.5.6)
*[[SetVariable]] (Added by NVSE 4.5.6)
*[[SetRefVariable]] (Aded by NVSE 4.5.6)
*[[SetRefVariable]] (Aded by NVSE 4.5.6)
*[[Associating data with a reference]]
[[Category:Functions_(NVSE)]]
[[Category:Functions_(NVSE)]]
[[Category:Script Functions]]

Latest revision as of 19:19, 30 August 2014

< [[::Category:Functions|Category:Functions]]

A function added by the New Vegas Script Extender.

Description

Returns true (1) if the specified object's script has a variable of the specified name. Works for any scriptable object for all variable types. Added by NVSE V4.1.

Syntax

[help]
(bool) ref.HasVariable VarName:string Parent:Object

Example

ref rActor

if rActor.HasVariable "Waiting"
     ; Set or get it, etc
endif

; Alternatively, (or required if rActor holds a base form): 

if HasVariable "Waiting", rActor

See Also