Difference between revisions of "Category:Activators"

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imported>Sillina spartan
imported>Mike89
(Function GetSelf link corrected)
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*cast spells
*cast spells
*act as global data stores (if they are persistant references)
*act as global data stores (if they are persistant references)
*use [[Get Self]]
*use the Reference Variable Fonction [[GetSelf]]
*kill other players without being arrest
*kill other players without being arrest
*train other players
*train other players

Revision as of 01:32, 1 May 2007

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 the Reference Variable Fonction GetSelf
  • kill other players without being arrest
  • train other players
  • talk to other players
  • sell and trade to other players
  • other people(users)get to log on in jail for new people

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.
  • marks enemy(rival player)marks rival players

Pages in category "Activators"

This category contains only the following page.