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Help a noob with a line of code for UE4SS


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Posted (edited)

So I'm trying to make a simple script for UE4SS where it does a console command depending on if i'm indoors or outdoors. I have it working but...

Right now it's doing X if indoors and Y if outdoors, my problem is that inside an oblivion gate is considered outdoors and instead i want it to do X as if I was indoors

The code is the following

NotifyOnNewObject("/Script/Altar.AltarCommonGameViewportClient", function(viewPort)
    
    RegisterHook("/Script/Altar.VLevelChangeData:OnFadeToBlackBeginEventReceived", function(context)
        ksl:ExecuteConsoleCommand(engine, "X", nil)
    end)

    RegisterHook("/Script/Altar.VLevelChangeData:OnFadeToGameBeginEventReceived", function(context)        
        local world = viewPort.World:GetFullName()

        if world:find("World/") then
            ksl:ExecuteConsoleCommand(engine, "Y", nil)
        end
    end)
end)

How would i differentiate if outdoors in world or outdoors inside an oblivion gate? 

Edited by Aminados
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While I have absolutely no experience writing script for UE4SS, I believe I see the problem: your script is doing Y for all world spaces and an oblivion gate is technically a world space itself as it has weather (even if it is just a red sky), so you'll have to adjust your script to exclude the oblivion gate world space via keyword and use a "not equal to" command to exclude oblivion gates specifically.

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