GetActorsByProcessingLevel

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A function added by the JIP NVSE Plugin.

Description

Returns an array_var containing all the actors in the game that are currently in the specified script/AI processing-level.

Syntax

[help]
(actors:array_var) GetActorsByProcessingLevel processingLvl:int{0-3}

Processing-Levels

0 (High):

Equivalent to all actors in the currently loaded interior cell or set of exterior cells adjacent to (and including) the player's current cell, excluding the player ref itself. Note that this is analogous to using GetRefs for actors, but is much faster and more efficient.


1 (Mid-High):

Equivalent to all actors in exterior cells that are not currently loaded, but which have recently been visited by the player and are still buffered in memory. For example, when entering one of the Strip casinos, actors in the Strip exterior are moved from High into Mid-High.


2 (Mid-Low):

Contains actors in interior cells that have not been visited, but are accessible through teleport doors within player's loaded cell grid. Once actor's level goes up to Mid-Low, it never seems to go back to Low. For example, upon entering the Goodsprings exterior, Chet's processing level goes up from Low to Mid-Low and stays on that level for the remainder of the session, unless the player visits his store.


3 (Low):

Equivalent to all actors in cells that are neither currently loaded nor buffered in memory. Note that this includes the vast majority of actors in the game (many thousands). Avoid using this unless you have a good reason.

Example

let aActors := GetActorsByProcessingLevel 0

Will return all actors with high processing-level.

See Also