Difference between revisions of "GetPlayer - Game"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>JustinOther
imported>JustinOther
 
(3 intermediate revisions by the same user not shown)
Line 23: Line 23:


== Notes ==
== Notes ==
Use this function if you only need need to access the player '''once''' in a script. Otherwise, use an actor property named "PlayerREF" as properties are literally 1,000 times faster  (See: [http://forums.bethsoft.com/topic/1360171-playerref-gamegetplayer-or-do-it-in-properties| CK Forum Thread]) than this function. The CK will auto-fill said property with the player's hardcoded reference, ACHR:00000014. While it's true that filling a property will make the reference persistent, the player (and most actors for that matter) are already necessarily persistent.
Use this function if you only need need to access the player '''once''' in a script. Otherwise, use an actor property named "PlayerREF" as demonstrated below since properties are literally 1,000 times faster  (See: [http://forums.bethsoft.com/topic/1360171-playerref-gamegetplayer-or-do-it-in-properties| CK Forum Thread]) than this function. The CK will auto-fill said property with the player's hardcoded reference, ACHR:00000014. While it's true that filling a property will make the reference persistent, the player (and most actors for that matter) are already necessarily persistent.
<source lang="papyrus">Actor Property PlayerRef AutoEvent
<source lang="papyrus">Actor Property PlayerRef Auto


Event OnInit()
Event OnInit()

Latest revision as of 07:10, 27 January 2013

Member of: Game Script

Obtains the actor representing the player.

Syntax[edit | edit source]

Actor Function GetPlayer() native global

Parameters[edit | edit source]

None

Return Value[edit | edit source]

The Actor that represents the player.

Examples[edit | edit source]

; Print out the player to the log
Debug.Trace("Player is " + Game.GetPlayer())

Notes[edit | edit source]

Use this function if you only need need to access the player once in a script. Otherwise, use an actor property named "PlayerREF" as demonstrated below since properties are literally 1,000 times faster (See: CK Forum Thread) than this function. The CK will auto-fill said property with the player's hardcoded reference, ACHR:00000014. While it's true that filling a property will make the reference persistent, the player (and most actors for that matter) are already necessarily persistent.

Actor Property PlayerRef Auto

Event OnInit()
	Debug.Trace("Player is " + PlayerRef)
EndEvent

In the event you are referring to the player more than once, sometimes you can minimize use of GetPlayer, utilizing an event's arguments as a free way to cache PlayerREF and in turn expedite your script.

Event OnActivate(ObjectReference akActionRef)
	If akActionRef == Game.GetPlayer()
		Int iCount = akActionRef.GetItemCount(kWidget)
		If iCount
			akActionRef.RemoveItem(kWidget, iCount)
			akActionRef.AddItem(kBauble, iCount)
		EndIf
	EndIf
EndEvent

See Also[edit | edit source]