Difference between revisions of "Activate"

123 bytes added ,  23:19, 17 August 2007
The 4th item in Buggy Bug Bug applies more generally
imported>Haama
(→‎Buggy Bug Bug of a Weird, Weird Bug: Only case of Inventory function)
imported>Scruggs
(The 4th item in Buggy Bug Bug applies more generally)
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#You have to use an ''ActivatorID'' when using the ''RunOnActivateBlock'' flag.
#You have to use an ''ActivatorID'' when using the ''RunOnActivateBlock'' flag.
#You can't directly use an ''ActivatorID'' of an NPC. Instead, you have to set a temporary reference variable to the desired ''ActivatorID'', and use the variable in the ''ActivatorID'''s place. This is useful when using the ''RunOnActivateBlock'' flag. (I'm not sure what will happen for default activation. --[[User:Haama|Haama]] 18:42, 13 July 2007 (EDT))
#You can't directly use an ''ActivatorID'' of an NPC. Instead, you have to set a temporary reference variable to the desired ''ActivatorID'', and use the variable in the ''ActivatorID'''s place. This is useful when using the ''RunOnActivateBlock'' flag. (I'm not sure what will happen for default activation. --[[User:Haama|Haama]] 18:42, 13 July 2007 (EDT))
#If you open a container with '''''SomeContainer.Activate player''''', and the container doesn't have a script attached to it, then the player will be unable to directly open that container ever again. (I assume this is extended to all types of activation, but I haven't checked. --[[User:Haama|Haama]] 18:42, 13 July 2007 (EDT))
#Calling '''''Activate''''' on an object which doesn't have an '''''onActivate''''' block in its script, or has no script at all, will prevent that object from being activated normally ever again. For example, if Activate is called on an unscripted container, the player will no longer be able to open that container by activating it with the spacebar; similarly, calling Activate on unscripted NPCs prevents the player from being able to talk to them.
#You can use 'Activate player, 1', while an item is in an inventory, to have it run it's own [[onActivate]] block. However, you have to place the onActivate block on the top of the script. See [[:Category:Troubleshooting#Activate_Self|Activate Self]] for more info.
#You can use 'Activate player, 1', while an item is in an inventory, to have it run it's own [[onActivate]] block. However, you have to place the onActivate block on the top of the script. See [[:Category:Troubleshooting#Activate_Self|Activate Self]] for more info.
#[[:Category:Troubleshooting#Activating_a_Container_.28including_NPC.29|Activating a Container (including NPCs)]]
#[[:Category:Troubleshooting#Activating_a_Container_.28including_NPC.29|Activating a Container (including NPCs)]]
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