Difference between revisions of "OnActivate"
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imported>Quetzilla m (list order) |
imported>Haama (→Notes: 'That can be equipped' is misleading) |
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*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. | *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. | ||
*Clicking on items in inventory | *Clicking on items in inventory causes the [[onEquip]] block to run, not 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'''''. | **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'''''. | ||
Revision as of 22:26, 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.
- Clicking on items in inventory causes the onEquip block to run, not 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
- Begin
- IsActionRef
- GetActionRef
- Activating a Container (including NPCs) (CTD related to Activate/OnActivate)