IsPlayerActionActive

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A function included in the GECK for Fallout 3.

Description

Tests to see if the player is currently performing a specific action. If the player is performing the specified action, IsPlayerActionActive returns 1, whereas if the player is not performing the specified action IsPlayerActionActive returns 0.

Syntax

[help]
(0, 1:int) IsPlayerActionActive ActionIndex:int{1, 2, 3, 4, 5, 6, 7, 8, 9, 10}

Example

IsPlayerActionActive 8

Returns 1 if the player is standing on a table or chair, and returns 0 if the player is not standing on a table or chair.

Action Indices

Index Action
1 PLAYER_ACTION_SWING_MELEE_WEAPON
2 PLAYER_ACTION_THROW_GRANADE
3 PLAYER_ACTION_FIRE_WEAPON
4 PLAYER_ACTION_LAY_MINE
5 PLAYER_ACTION_Z_KEY_OBJECT
6 PLAYER_ACTION_JUMPING
7 PLAYER_ACTION_KNOCKING_OVER_OBJECTS
8 PLAYER_ACTION_STAND_ON_TABLE_CHAIR
9 PLAYER_ACTION_IRON_SIGHTS
10 PLAYER_ACTION_DESTROY_OBJECT


Notes

  • Multiple actions being performed at the same time will return true for each of the actions.
  • Actions stay "active" based on either a timer or “stopping” the action. For example, "firing a weapon" remains active for about 2 minutes of game time after the weapon is fired, but Z keying and standing on furniture return false as soon as the activity is stopped.
  • PLAYER_ACTION_IRON_SIGHTS (9), and possibly others, will not return true if the player is in combat. This is most likely because the IsPlayerActionActive function was intended for NPC dialogue commenting on the player's actions (e.g., when the player takes a test shot in the middle of town), which would be out of place in the middle of combat. An alternative is to use FOSE or NVSE to check IsControlPressed for the Block/Aim control. Another would be to use IsAiming.
  • PLAYER_ACTION_FIRE_WEAPON triggers as soon as the attack button is pressed, if you need your code to trigger instead when the projectile leaves the barrel then use a OnFire code block instead.
  • PLAYER_ACTION_FIRE_WEAPON triggers for all ranged weapon types & rippers and triggers even when the player has no ammo for the weapon when the player pulls the trigger.

See Also