Alias Script
Native base script for every alias in the game. Don't confuse this for ReferenceAlias Script which you are more likely to use.
Contents |
Definition
ScriptName Alias
Properties
None
Global Functions
None
Member Functions
Quest Function GetOwningQuest()
- Returns the Quest that owns this alias.
Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName)
- Registers this alias to receive the specified animation event from the specified object.
Function RegisterForLOS(Actor akViewer, ObjectReference akTarget)
- Registers this alias to receive gain and lost LOS events between the viewer and the target.
Function RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget)
- Registers this alias to receive a single LOS gain event when the viewer sees the target.
Function RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget)
- Registers this alias to receive a single LOS lost event when the viewer loses sight of the target.
Function RegisterForSingleUpdate(float afInterval)
- Registers this alias to receive a single update event in the specified time.
Function RegisterForSingleUpdateGameTime(float afInterval)
- Registers this alias to receive a single update event in the specified number of game hours.
Function RegisterForSleep()
- Registers this alias to receive sleep events for when the player goes to sleep or wakes up.
Function RegisterForTrackedStatsEvent()
- Registers this alias to receive tracked stats events for when tracked stats are updated.
Function RegisterForUpdate(float afInterval)
- Registers this alias to receive update events with the specified interval, or changes the update interval.
Function RegisterForUpdateGameTime(float afInterval)
- Registers this alias to receive update events with the specified interval in game time hours, or changes the update interval.
Function StartObjectProfiling()
- Starts profiling all scripts attached to this alias.
Function StopObjectProfiling()
- Stops profiling all scripts attached to this alias.
Function UnregisterForAnimationEvent(ObjectReference akSender, string asEventName)
- Unregisters this alias from receiving the specified animation event from the specified object.
Function UnregisterForLOS(Actor akViewer, ObjectReference akTarget)
- Unregisters this alias from any LOS events between the viewer and target.
Function UnregisterForSleep()
- Unregisters this alias from sleep events.
Function UnregisterForTrackedStatsEvent()
- Unregisters this alias from tracked stats events.
Function UnregisterForUpdate()
- Unregisters this alias from update events.
Function UnregisterForUpdateGameTime()
- Unregisters this alias from game time update events.
Events
Event OnAnimationEvent(ObjectReference akSource, string asEventName)
- Received when one of animation events we are listening for is received.
Event OnAnimationEventUnregistered(ObjectReference akSource, string asEventName)
- Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading.
Event OnGainLOS(Actor akViewer, ObjectReference akTarget)
- Received when the viewer goes from not seeing the target to seeing the target - if this alias is registered.
Event OnLostLOS(Actor akViewer, ObjectReference akTarget)
- Received when the viewer goes from seeing the target to not seeing the target - if this alias is registered.
Event OnReset()
- Event received when this object is reset (usually when the quest the alias is attached to starts up).
Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
- Received when the player goes to sleep.
Event OnSleepStop(bool abInterrupted)
- Received when the player wakes up or is interrupted in sleep.
Event OnTrackedStatsEvent(string asStat, int aiStatValue)
- Received when tracked stats are updated.
Event OnUpdate()
- Received at periodic intervals, if the alias is registered.
Event OnUpdateGameTime()
- Received at periodic intervals of game time, if the alias is registered.
Notes
- This object is often confused with ReferenceAlias Script. You probably mean to be using that.

