Event Handling

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Revision as of 16:57, 19 November 2014 by imported>Odessa (created. source obse docs, loverlab tut, me)
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Events include block types found in object scripts, such as "OnHit", "OnDeath", and so on, as well as other events involving loading, saving, and exiting the game.

An event handler allows response to game events, without having to attach scripts directly to objects. Instead, the scripter uses SetEventHandler to register a User Defined Function as a handler for a specific event. When an event occurs during gameplay, NVSE will invoke any handlers that correspond to it, passing information about the event to their function through its arguments.

Each event expects its handlers to accept a specific set of arguments. The in built events, including any required arguments (listed in the order in which they should appear in the function definition) are listed in the table below. In addition, User Defined Events are possible.

Event First Second
OnActivate Activator/Activated ActionRef
OnActorEquip Equipper Equipped
OnActorUnequip Unequipped Unequipped
OnAdd AddedTo AddedItem
OnClose Closed Closer
OnCombatEnd Target Ender
OnDeath Killed Killer
OnDrop Dropper Dropped
OnHit Target Attacker
OnHitWith Target Weapon
OnLoad Loaded
OnMagicEffectHit Target BaseEffect
OnMurder Murdered Murderer
OnOpen Opened Opener
OnPackageStart Actor Package
OnPackageChange Actor Package
OnPackageDone Actor Package
OnReset WhatsReset
OnSell SoldInvItem Seller (Player only?)
OnStartCombat Target Starter
OnTrigger Trigger ActionRef
OnTriggerEnter Trigger ActionRef
OnTriggerLeave Trigger ActionRef
SayToDone Speaker Info
- - -
Corresponding to Plugin API
ExitGame
ExitToMainMenu
LoadGame
SaveGame
QQQ
PostLoadGame
RuntimeScriptError
DeleteGame
RenameGame
RenameNewGame
NewGame
DeleteGameName
RenameGameName
RenameNewGameName

Event Functions

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