Difference between revisions of "Activate"
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[[Category: Inventory Functions (CS 1.0)]] |
Revision as of 20:09, 15 August 2007
Syntax:
ObjectToActivateRef:rec.Activate [ActivatorID:rec] [RunOnActivateBlock:bin]
(note on syntax: Italics = object that's acted on, Bold = function name, [Brackets] = optional field, "rec" = record, "bin" = binary. See discussion for more info)
Example:
Activate player ContainerRef.Activate ActivatorRef.Activate player, 1
This function makes the object perform its default activation. The default activations are:
Object Type | Activation |
---|---|
NPC | Dialogue |
Container | Opens |
Door | Opens |
Weapon, armor, etc | Picks Up |
Book/Scroll | Reads |
If the RunOnActivateFlag is set to 1, then the OnActivate block of the object will be run instead of the default activation.
If the ObjectToActivateRef flag isn't set then the object will activate itself (as with most functions). There are a couple of tricks you can pull with this:
- You can use Activate inside of an object's OnActivate block to make it also perform it's default activation
- You can use Activate player, 1 inside of an object's onActivate block to make it run it's OnActivate block again (see Nesting below)
- You can use Activate player, 1 to make an item activate itself while inside an inventory. By having the item continuously check a persistent variable, you can make external scripts "activate" the item by controlling the persistent variable.
The ActivatorID flag determines the ActionRef for that activation, as if the ActionRef had activated the object. This is useful if you use IsActionRef or GetActionRef inside of the OnActivate block of the object. If the ActivatorID flag is omitted, the calling reference's ActionRef will be used instead.
That means that this:
Activate
Is equivalent to this:
ref actingref set actingref to GetActionRef Activate actingref
If the calling reference doesn't have an ActionRef (for example, if the calling reference is a quest) then the object won't be activated and the line will be ignored (the calling reference's script will continue).
Buggy Bug Bug of a Weird, Weird Bug
There are a number of peculiarities and bugs with the Activate function:
- (This one is nice!) The activate function occurs immediately, meaning the next line of the calling reference's script won't be processed until the OnActivate block (and maybe other blocks in the called script --Haama 18:42, 13 July 2007 (EDT)) finishes.
- You have to use an ActivatorID when using the RunOnActivateBlock flag.
- You can't directly use an ActivatorID of an NPC. Instead, you have to set a temporary reference variable to the desired ActivatorID, and use the variable in the ActivatorID's place. This is useful when using the RunOnActivateBlock flag. (I'm not sure what will happen for default activation. --Haama 18:42, 13 July 2007 (EDT))
- If you open a container with SomeContainer.Activate player, and the container doesn't have a script attached to it, then the player will be unable to directly open that container ever again. (I assume this is extended to all types of activation, but I haven't checked. --Haama 18:42, 13 July 2007 (EDT))
- Activate Self
- Activating a Container (including NPCs)
Nesting
You can nest activations within other activations. For instance, a quest script activates an activator
SomeActivator.Activate player, 1
which in turn activates another activator
scn SomeActivatorScript begin onActivate SomeOtherActivator.Activate player, 1 end
You can only nest 5-6 activations at a time. At a time is a little hard to define here, since OnActivate blocks run instantly and before the next line of code is processed. This really means that if 4 other scripts are still being processed and an activation is made during the 5th script, that last activation will be ignored (the script skips the line). This applies to any activation, even if they're different objects or different scripts.