Difference between revisions of "Category:Activators"

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An activator can be used by an actor. As a rule, they have scripts on them with Begin OnActivate blocks that trap the attempt to use them and perform some action. An activator without a script will still show the activation icon to the player, even if it is inert.
==What are activators?==
An activator is a [[:Category:World Objects|World Object]] can be used (or activated) by an actor or another activator. As a rule, they have scripts on them with Begin OnActivate blocks that trap the attempt to use them and perform some action. An activator without a script will still show the activation icon to the player, even if it is inert.


A typical example of an activator is the push buttons seen in many of the Ayleid ruins.
A typical example of an activator is the push buttons seen in many of the Ayleid ruins.
'''Activators can:'''
*be activated
*cast spells
*act as global data stores (if they are persistant references)
*use [[GetSelf]]
==Reference Fields==
*<b>ID:</b> The Editor ID for this object. This is a unique name used to identify the activator within the Construction Set.
*<b>Name:</b> The name of the activator. This is the name displayed to the player in the game. (For example: "Button")
*<b>NIF File:</b> File name for the 3D art used to display it in the world.
*<b>Looping Sound:</b> Name of the sound to play for this object.
*<b>Script:</b> Name of the script to attach to this object. Activators use [[Object_scripts|Object Scripts]].
*<b>Dangerous:</b> Marks whether this object is dangerous or not.
*<b>Quest Item:</b> Marks this as a quest item.




[[Category:World Objects]]
[[Category:World Objects]]

Revision as of 01:37, 27 April 2006

What are activators?

An activator is a World Object can be used (or activated) by an actor or another activator. As a rule, they have scripts on them with Begin OnActivate blocks that trap the attempt to use them and perform some action. An activator without a script will still show the activation icon to the player, even if it is inert.

A typical example of an activator is the push buttons seen in many of the Ayleid ruins.


Activators can:

  • be activated
  • cast spells
  • act as global data stores (if they are persistant references)
  • use GetSelf

Reference Fields

  • ID: The Editor ID for this object. This is a unique name used to identify the activator within the Construction Set.
  • Name: The name of the activator. This is the name displayed to the player in the game. (For example: "Button")
  • NIF File: File name for the 3D art used to display it in the world.
  • Looping Sound: Name of the sound to play for this object.
  • Script: Name of the script to attach to this object. Activators use Object Scripts.
  • Dangerous: Marks whether this object is dangerous or not.
  • Quest Item: Marks this as a quest item.

Pages in category "Activators"

This category contains only the following page.