Difference between revisions of "Activate"
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imported>Kkuhlmann |
imported>Jduvall |
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ActivatorRef.Activate player, 1 | ActivatorRef.Activate player, 1 | ||
If the RunOnActivateBlock is set to zero (default) this function makes the object only performs its default activation, bypassing any OnActivate Block in it's script. | |||
The default activations for the player are: | |||
{|border="1" cellpadding="5" cellspacing="0" align="center" | {|border="1" cellpadding="5" cellspacing="0" align="center" | ||
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For [[Enable]]d NPCs, activating an item will force them to pick it up (even if they're [[SetUnconscious|unconscious]]). However, containers won't pick up the item. | For [[Enable]]d NPCs, activating an item will force them to pick it up (even if they're [[SetUnconscious|unconscious]]). However, containers won't pick up the item. | ||
If the ''RunOnActivateFlag'' is set to 1, then the [[OnActivate]] block of the object (if any) will be run ''instead'' of the default activation. | If the ''RunOnActivateFlag'' is set to 1, then the [[OnActivate]] block of the object (if any) will be run ''instead'' of the default activation. (In otherwords, act just as if the reference activated it directly -- NPC used it, Player moused over and clicked on it, etc.) | ||