Difference between revisions of "OnActivate"
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imported>Haama (→Notes: A bit better wording, but could be better) |
imported>Quetzilla (added link to related CTD) |
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==See Also== | ==See Also== | ||
*[[Crashes#Activating_a_Container_.28including_NPC.29|Activating a Container (including NPCs)]] (CTD related to '''Activate'''/'''OnActivate''') | |||
*[[Begin]] | *[[Begin]] | ||
*[[IsActionRef]] | *[[IsActionRef]] |
Revision as of 16:24, 6 August 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, if anything, equip it, meaning the onEquip block will run 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.
See Also
- Activating a Container (including NPCs) (CTD related to Activate/OnActivate)
- Begin
- IsActionRef
- GetActionRef