Difference between revisions of "Activate"
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→Buggy Bug Bug of a Weird, Weird Bug: Updated RunOnActivate info
imported>Lhammonds m (Added note about peculiar issue with MessageBox, OnActivate and Activate) |
imported>Haama (→Buggy Bug Bug of a Weird, Weird Bug: Updated RunOnActivate info) |
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==Buggy Bug Bug of a Weird, Weird Bug== | ==Buggy Bug Bug of a Weird, Weird Bug== | ||
There are a number of peculiarities and bugs with the | There are a number of peculiarities (both good and bad) and bugs with the '''Activate''' function: | ||
# | #When you use the ''RunOnActivate'' flag, the script of the activated object/item will run immediately, meaning the next line of the activator's script won't be processed until the entire activated script (including blocks other than [[onActivate]]) finishes. If the activated script doesn't have an [[onActivate]] block, it won't run. | ||
#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)) |