Difference between revisions of "OnActivate"

318 bytes added ,  17:52, 13 July 2007
Fixed notes on when activation occurs, added notes on nesting
imported>JOG
imported>Haama
(Fixed notes on when activation occurs, added notes on nesting)
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'''Notes:'''
'''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]] inside the OnActivate block.  
*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 inside the OnActivate block.


*This block runs when the object was activated in the last frame. When an object is activated several times within the same frame (e.g. by a script using [[Activate]]) the game will ignore all activations but the last one. (I.e. the ActionRef will always be the one of the last activating object.)
*This block (and perhaps the entire script --[[User:Haama|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:
#Activation occurs before the next line of code of the calling script is processed, and not in the next frame
#Any number of objects can activate one object, within one frame, and they will all be run (though see notes on [[Activate#Nesting|Nesting]])
 
*It's possible to nest activations. However, you can only have 5-6 nests at any given time (see [[Activate#Nesting|Nesting]] for more information)


*The activator type of object has NO default activation.  
*The activator type of object has NO default activation.  
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