Difference between revisions of "Category:Activators"
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An activator can be used by an actor. 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. | ==What are activators?== | ||
An activator is a [[:Category:World Objects|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. | 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 [[GetSelf]] | |||
==Reference Fields== | |||
*<b>ID:</b> The Editor ID for this object. This is a unique name used to identify the activator within the Construction Set. | |||
*<b>Name:</b> The name of the activator. This is the name displayed to the player in the game. (For example: "Button") | |||
*<b>NIF File:</b> File name for the 3D art used to display it in the world. | |||
*<b>Looping Sound:</b> Name of the sound to play for this object. | |||
*<b>Script:</b> Name of the script to attach to this object. Activators use [[Object_scripts|Object Scripts]]. | |||
*<b>Dangerous:</b> Marks whether this object is dangerous or not. | |||
*<b>Quest Item:</b> Marks this as a quest item. | |||
[[Category:World Objects]] | [[Category:World Objects]] |
Revision as of 00:37, 27 April 2006
What are activators?
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 GetSelf
Reference Fields
- 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.
Pages in category "Activators"
This category contains only the following page.