Difference between revisions of "Activate"

812 bytes added ,  23:32, 12 July 2007
Added Nesting notes
imported>DragoonWraith
(CS 1.0)
imported>Haama
(Added Nesting notes)
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   activate player 1  
   activate player 1  
  end  
  end  
(I doubt this, see Nesting info below--[[User:Haama|Haama]] 00:32, 13 July 2007 (EDT))




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   endif  
   endif  
  end  
  end  
==Nesting==
You can nest activations within other activations. For example, a quest script activates an activator
SomeActivator.Activate player, 1
which in turn activates another activator
<pre>scn SomeActivatorScript
begin onActivate
  SomeOtherActivator.Activate player, 1
end</pre>
Note, however, that you can only nest 5 activations at a time. At a time is a little hard to define here, since onActivate blocks run instantly and before the next line of code is processed. This really means that if 4 other scripts are still being processed and an activation is made during the 5th script, that last activation will be ignored. This applies to any activation, even if they're different objects or different scripts.


[[Category: Functions]]
[[Category: Functions]]
[[Category: Functions (CS 1.0)]]
[[Category: Functions (CS 1.0)]]
[[Category: Object Functions]]
[[Category: Object Functions]]
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