Difference between revisions of "OnActivate"

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194 bytes added ,  00:07, 26 December 2013
→‎Notes: Fixed a grammatical error, and added a precautionary note about recursive Activate calls.
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(→‎Notes: Fixed a grammatical error, and added a precautionary note about recursive Activate calls.)
 
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==Notes==
==Notes==
*Using OnActivate will prevent normal activation of the object. To use the object's default activation you must call [[Activate]] on it.
*Using OnActivate will prevent normal activation of the object. To use the object's default activation you must call [[Activate]] on it. If the second argument to this [[Activate]] call (whether or not to run the OnActivate block) is true, you will call this same block recursively, which can cause a game hang or crash to desktop.


*Animations on activators are carried out using [[PlayGroup]]. This is helpful if your activator has an animation associated with it.
*Animations on activators are carried out using [[PlayGroup]]. This is helpful if your activator has an animation associated with it.
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*Clicking on items in inventory causes the [[onEquip]] block to run, not the '''onActivate''' block.
*Clicking on items in inventory causes the [[onEquip]] block to run, not 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 its own onActivate block in the inventory menu (MenuMode 1008, MenuMode, onEquip, etc.) with '''''Activate player, 1'''''.


*If you create an object and activate it in the same frame, its OnActivate block may not run. See [[PlaceAtMe#Usage_in_same_frame_as_creation|PlaceAtMe]] more info.
*If you create an object and activate it in the same frame, its OnActivate block may not run. See [[PlaceAtMe#Usage_in_same_frame_as_creation|PlaceAtMe]] more info.
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