OnActivate

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Revision as of 17:18, 23 September 2007 by imported>Elim Garak
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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.
  • This block (and perhaps the entire script --Haama 18:52, 13 July 2007 (EDT)) runs immediately when called from an external script. There were a few things that were posted before that this should clarify:
  1. Activation occurs before the next line of code of the calling script is processed, and not in the next frame
  2. Any number of objects can activate one object, within one frame, and they will all be run (though see notes on Nesting)
  • It's possible to nest activations. However, you can only have 5-6 nests at any given time (see Nesting for more information)
  • 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.
  • Reading a Book in the world will fire OnActivate, but reading it in the inventory will fire OnEquip.

See Also

Begin

IsActionRef

GetActionRef