Difference between revisions of "OnActivate"
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imported>Haama (→Notes: Oops, tested that long ago) |
imported>Haama (→Notes: These notes don't really fit here, and are on the Activate page) |
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*If you want to do something specific depending on what activated the object, use [[IsActionRef]] or [[GetActionRef]] inside the OnActivate block. They won't return the correct ActionRef in any other block. | *If you want to do something specific depending on what activated the object, use [[IsActionRef]] or [[GetActionRef]] inside the OnActivate block. They won't return the correct ActionRef in any other block. | ||
*The activator type of object has NO default activation. | *The activator type of object has NO default activation. |
Revision as of 12:15, 23 June 2008
Syntax:
begin OnActivate
This block will be run once when the scripted reference is activated.
Notes
- Using OnActivate will prevent normal activation of the object. To use the object's default activation you must call Activate on it.
- If you want to do something specific depending on what activated the object, use IsActionRef or GetActionRef inside the OnActivate block. They won't return the correct ActionRef in any other block.
- The activator type of object has NO default activation.
- Locked doors, containers and books are activated a second time automatically when you open the lock or take the book. To find out when a door was unlocked, for example, you can wait for GetLocked == 0 in the OnActivate-block.
- Selecting an item in inventory will equip it (except for enchanted scrolls) and run onEquip blocks instead of the onActivate block.
- However, you can make an item run it's own onActivate block in the inventory menu (MenuMode 1008, MenuMode, onEquip, etc.) with Activate player, 1.
- If you create an object and activate it in the same frame, its OnActivate block may not run. See PlaceAtMe more info.