Difference between revisions of "Enable"
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'''Syntax:''' | '''Syntax:''' | ||
Enable | ''[refVar.]''Enable | ||
Enables the calling object. | Enables the calling object if it was previously disabled with [[Disable]]. | ||
Objects are enabled by default, which means they are rendered in the game, and if they are actors, will process their AI. | |||
==Notes== | |||
*{{Disable State and Parent Ref}} | |||
==See Also== | ==See Also== | ||
[[Disable]] | [[Disable]] | ||
[[GetDisabled]] | |||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category:Functions (CS)]] | |||
[[Category: Functions (CS 1.0)]] | |||
[[Category: Miscellaneous Functions]] | [[Category: Miscellaneous Functions]] | ||
[[Category: Miscellaneous Functions (CS 1.0)]] |
Latest revision as of 15:35, 10 August 2009
Syntax:
[refVar.]Enable
Enables the calling object if it was previously disabled with Disable. Objects are enabled by default, which means they are rendered in the game, and if they are actors, will process their AI.
Notes[edit | edit source]
- 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.