Difference between revisions of "OnActivate"

Jump to navigation Jump to search
15 bytes removed ,  16:28, 6 August 2008
m
Fixing haama's suggestion
imported>Quetzilla
(added link to related CTD)
imported>Quetzilla
m (Fixing haama's suggestion)
Line 13: Line 13:
*Locked doors, containers and books are activated a second time automatically when you open the lock or take the book. To find out when a door was unlocked, for example, you can wait for '''[[GetLocked]] == 0''' in the OnActivate-block.
*Locked doors, containers and books are activated a second time automatically when you open the lock or take the book. To find out when a door was unlocked, for example, you can wait for '''[[GetLocked]] == 0''' in the OnActivate-block.


*Selecting an item in inventory will, if anything, ''equip'' it, meaning the [[onEquip]] block will run instead of the '''onActivate''' block.
*Clicking on items in inventory that can be equipped causes the [[onEquip]] block to run instead of the '''onActivate''' block.
**However, you can make an item run it's own onActivate block in the inventory menu (MenuMode 1008, MenuMode, onEquip, etc.) with '''''Activate player, 1'''''.
**However, you can make an item run it's own onActivate block in the inventory menu (MenuMode 1008, MenuMode, onEquip, etc.) with '''''Activate player, 1'''''.


Anonymous user

Navigation menu