Difference between revisions of "Activate"

445 bytes added ,  09:40, 15 December 2007
m
Added note about peculiar issue with MessageBox, OnActivate and Activate
imported>Haama
(Notes on NPCs, containers and activating items)
imported>Lhammonds
m (Added note about peculiar issue with MessageBox, OnActivate and Activate)
Line 62: Line 62:
#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 [[Crashes#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 [[Crashes#Activate_Self|Activate Self]] for more info.
#[[Crashes#Activating_a_Container_.28including_NPC.29|Activating a Container (including NPCs)]]
#[[Crashes#Activating_a_Container_.28including_NPC.29|Activating a Container (including NPCs)]]
#If you add a MessageBox to the OnActivate block of a container and then issue the Activate command somewhere after the call to the MessageBox, the in-game result will be an opened inventory dialog box of the container with a MessageBox behind it without the ability to select any items in the inventory screen or be able to exit the inventory screen or be able to see the message in order to click the OK button...basically, you will be stuck.


==Nesting==
==Nesting==
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