Difference between revisions of "Disable"
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imported>Shademe (→Article Updated: Syntax) |
imported>UDUN |
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'''Syntax:''' | '''Syntax:''' | ||
''[ | ''[refVar.]''Disable | ||
Disables the calling object. Disabled objects are not loaded in the world, disabled actors do not process their AI, but scripts '''do''' run on disabled objects. | Disables the calling object. Disabled objects are not loaded in the world, disabled actors do not process their AI, but scripts '''do''' run on disabled objects. |
Revision as of 15:36, 10 August 2009
Syntax:
[refVar.]Disable
Disables the calling object. Disabled objects are not loaded in the world, disabled actors do not process their AI, but scripts do run on disabled objects.
Notes
- Disable does not remove objects from the game, just stops them from rendering. Do not rely on Disable to prevent savegame bloat by removing objects.
- Disabled actors cannot be forced to activate objects via a scripted Activate function.
- Disabling the object on which a spell is active during the ScriptEffectStart block causes unpredictable behavior in the later spell blocks.
- ScriptEffectUpdate blocks will execute several times, but not for the full duration of the spell.
- The ScriptEffectFinish block will sometimes fail to execute.
- Does not work on objects with a parent ref. You will have to use the function on the parent ref instead. Use GetParentRef to find the parent ref. There is currently no function to determine the "Enable State to Opposite of Parent" flag.