Difference between revisions of "Disable"
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imported>Speedo (Problems disabling objects with active spells) |
imported>ZuTheSkunk m |
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'''Syntax:''' | '''Syntax:''' | ||
Disable | ''[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. | ||
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* 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. | * 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. | * Disabled actors cannot be forced to activate objects via a scripted [[Activate]] function. | ||
* Using this command on player will always cause game to crash. | |||
*Disabling the object on which a spell is active during the [[ScriptEffectStart]] block causes unpredictable behavior in the later spell blocks. | *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. | **[[ScriptEffectUpdate]] blocks will execute several times, but not for the full duration of the spell. |
Latest revision as of 00:57, 14 June 2010
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[edit | edit source]
- 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.
- Using this command on player will always cause game to crash.
- 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.