Difference between revisions of "Category:Activators"

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*cast spells
*cast spells
*act as global data stores (if they are persistant references)
*act as global data stores (if they are persistant references)
*use [[GetSelf]]
*use the Reference Variable Function [[GetSelf]]


==Reference Fields==
==Reference Fields==
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*<b>Dangerous:</b> Marks whether this object is dangerous or not.
*<b>Dangerous:</b> Marks whether this object is dangerous or not.
*<b>Quest Item:</b> Marks this as a quest item.
*<b>Quest Item:</b> Marks this as a quest item.
*<b>marks enemy(rival player)</b>marks rival players




[[Category:World Objects]]
[[Category:World Objects]]

Latest revision as of 19:42, 28 June 2007

What are activators?[edit | edit source]

An activator is a World Object can be used (or activated) by an actor or another activator. As a rule, they have scripts on them with Begin OnActivate blocks that trap the attempt to use them and perform some action. An activator without a script will still show the activation icon to the player, even if it is inert.

A typical example of an activator is the push buttons seen in many of the Ayleid ruins.


Activators can:

  • be activated
  • cast spells
  • act as global data stores (if they are persistant references)
  • use the Reference Variable Function GetSelf

Reference Fields[edit | edit source]

  • ID: The Editor ID for this object. This is a unique name used to identify the activator within the Construction Set.
  • Name: The name of the activator. This is the name displayed to the player in the game. (For example: "Button")
  • NIF File: File name for the 3D art used to display it in the world.
  • Looping Sound: Name of the sound to play for this object.
  • Script: Name of the script to attach to this object. Activators use Object Scripts.
  • Dangerous: Marks whether this object is dangerous or not.
  • Quest Item: Marks this as a quest item.
  • marks enemy(rival player)marks rival players

Pages in category "Activators"

This category contains only the following page.