Begin
From GECK
All script commands, except for variable declarations, must be inside a begin-end block. Each time the script runs, each block will be evaluated to see if it is valid. If not, the script inside the block will not be run.
Example:
begin GameMode
ID | Blocktype | Parameters | Description |
---|---|---|---|
0 | GameMode | This will be run every frame while the game is in non-menu mode. Most scripts will use this block type exclusively. | |
1 | MenuMode | MenuType (optional) | Run every frame while the game is in menu mode. |
2 | OnActivate | Run once when object is activated. | |
3 | OnAdd | ContainerRefID (optional) | Run once when object is added to Container's inventory. |
4 | OnEquip | ActorID (optional) | Run once when object is equipped by ActorID. |
5 | OnUnequip | ContainerRefID (optional) | Run once when object is unequipped by ActorID. |
6 | OnDrop | ContainerRefID (optional) | Run once when object is dropped from Container. |
7 | SayToDone | TopicID (optional) | Run once when actor finishes saying a line of dialogue. |
8 | OnHit | ActorID (optional) | Run once when actor is hit by ActorID |
9 | OnHitWith | ObjectID (optional) | Run once when actor is hit by weapon ObjectID |
10 | OnDeath | ActorID (optional) | Run once when actor is killed by ActorID |
11 | OnMurder | ActorID (optional) | Run once when actor is murdered by ActorID |
12 | OnCombatEnd | Run once when actor drops out of combat. | |
13 | Function | { Arguments (optional) } | Special block type used only by User Defined Function scripts (NVSE only) |
15 | OnPackageStart | PackageID | Run once when actor starts specified package |
16 | OnPackageDone | PackageID | Run once when actor completes specified package |
17 | ScriptEffectStart | Special block type used only by Magic Effect scripts | |
18 | ScriptEffectFinish | Special block type used only by Magic Effect scripts | |
19 | ScriptEffectUpdate | Special block type used only by Magic Effect scripts | |
20 | OnPackageChange | PackageID | Run once when actor changes from specified package |
21 | OnLoad | Run once when object's 3D is loaded | |
22 | OnMagicEffectHit | EffectID (optional) | Run once when the actor is hit by the specified magic effect |
23 | OnSell | SellerRefID (optional) | Run once when object is sold by specified seller |
24 | OnTrigger | Run each frame something is triggering the object | |
25 | OnStartCombat | TargetActorID (optional) | Run once when actor enters combat with TargetActorID |
26 | OnTriggerEnter | TriggeringRefID (optional) | Run once when reference enters the trigger object |
27 | OnTriggerLeave | TriggeringRefID (optional) | Run once when reference leaves the trigger object |
28 | OnActorEquip | ObjectID | Run once when the scripted actor equips the specified object. |
29 | OnActorUnequip | ObjectID | Run once when the scripted actor unequips the specified object. |
30 | OnReset | Run once when scripted object's cell is reset | |
31 | OnOpen | Run once when the scripted container is opened. | |
32 | OnClose | Run once when the scripted container is closed. | |
33 | OnGrab | Run once when the scripted object is grabbed by the player | |
34 | OnRelease | Run once when the scripted object is released from player grab | |
35 | OnDestructionStageChange | ||
36 | OnFire | Run once when the scripted weapon is fired (New Vegas only) | |
37 | OnNPCActivate | Run once when object is activated by an NPC (Untested; New Vegas only) |
Notes
For parameterized blocks, you can have several of the same block type using different parameters. For example, this script is valid:
begin OnAdd ; some script ; this will run every time this object is added to someone's inventory end begin OnAdd player ; some script ; this will run every time this object is added to the player's inventory. ; Note that the unparameterized OnAdd block will ALSO be run in this case. end begin OnAdd MysteriousChest ; some script ; this will run every time this object is added to the MysteriousChest's inventory. ; Note that the unparameterized OnAdd block will ALSO be run in this case. end