Difference between revisions of "IsPlayerMovingIntoNewSpace"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Chesko
imported>Darkitow
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
Returns 1 if the player is in the process of moving into a new space, i.e. fast traveling or moving through a load door.
Returns 1 if the player is in the process of moving into a new space, i.e. fast traveling or moving through a load door.
== Notes ==
* This condition will only return 1 while the player is '''in''' the loading screen, giving 0 as a result before and after the process. Only condition checks that run even while loading zones will be able to make use of this condition.
* For example, this condition will be checked in [[Packages]] and [[Procedures]]. The actor will change behavior accordingly (for example, to avoid loading into the new zone before the player does), and then re-evaluate packages. Other condition checks seem to be ignored, such as in magic effects or spells, as they probably don't run condition checks while loading.
* It's possible to make use of this in combination with [[Package Fragments]] (specifically on package change) to trigger scripts when the player is loading screens.


[[Category:Console Commands]]  
[[Category:Console Commands]]  


[[Category:Condition Functions]]
[[Category:Condition Functions]]

Latest revision as of 11:09, 25 January 2015

Returns 1 if the player is in the process of moving into a new space, i.e. fast traveling or moving through a load door.

Notes[edit | edit source]

  • This condition will only return 1 while the player is in the loading screen, giving 0 as a result before and after the process. Only condition checks that run even while loading zones will be able to make use of this condition.
  • For example, this condition will be checked in Packages and Procedures. The actor will change behavior accordingly (for example, to avoid loading into the new zone before the player does), and then re-evaluate packages. Other condition checks seem to be ignored, such as in magic effects or spells, as they probably don't run condition checks while loading.
  • It's possible to make use of this in combination with Package Fragments (specifically on package change) to trigger scripts when the player is loading screens.