imported>Maran |
imported>Ez0n3 |
(4 intermediate revisions by 3 users not shown) |
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| Returns 1 if the actor is in an interior cell. | | {{Function |
| | |CSWikiPage = IsInInterior |
| | |origin = GECK1 |
| | |summary = Returns 1 if the calling reference is in an interior cell |
| | |name = IsInInterior |
| | |referenceType = [ObjectRefID] |
| | |returnVal = 0, 1 |
| | |returnType = int |
| | |example = player.IsInInterior |
| | Returns 1 if the player is in an interior cell, and 0 if they are not. |
| | }} |
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| ==Syntax==
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| <pre>
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| ActorReference.IsInInterior
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| </pre>
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| ==Examples==
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| This is one Example of IsInInterior in use. Its what I use to get followers around buggy interior cell doors if they stop following the player. I use IsInInterior here to help identify that either the NPC, the player or both are indoors.
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| <pre>
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| BEGIN GameMode
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| if (Player.IsInInterior == 1 && zzMMBeckettOne.IsInInterior == 1)
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|
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| if zzMMBeckettMain.MMBeckettFollowing == 1
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| set zzMMBeckettsRange to GetInSameCell player
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| if zzMMBeckettsRange != 1
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| zzMMBeckettOne.MoveTo player, 128, 0, 0
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| endif
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| endif
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| endif
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| if (Player.IsInInterior == 1 && zzMMBeckettOne.IsInInterior != 1)
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| if zzMMBeckettMain.MMBeckettFollowing == 1
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| set zzMMBeckettsRange to GetInSameCell player
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| if zzMMBeckettsRange != 1
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| zzMMBeckettOne.MoveTo player, 128, 0, 0
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| endif
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| endif
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| endif
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| if (Player.IsInInterior != 1 && zzMMBeckettOne.IsInInterior == 1)
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| if zzMMBeckettMain.MMBeckettFollowing == 1
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| set zzMMBeckettsRange to GetInSameCell player
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| if zzMMBeckettsRange != 1
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| zzMMBeckettOne.MoveTo player, 128, 0, 0
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| endif
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| endif
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| endif
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| END
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| </pre>
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| [[Category:Functions]] | | [[Category:Functions]] |
| | [[Category:Functions (GECK 1.1)]] |
| [[Category:Actor State Functions]] | | [[Category:Actor State Functions]] |
| | [[Category:Actor State Functions (GECK 1.1)]] |
| [[Category:Condition Functions]] | | [[Category:Condition Functions]] |
| | [[Category:Condition Functions (GECK 1.1)]] |