Difference between revisions of "Talk:Activate"

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21 bytes added ,  12:54, 12 April 2006
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imported>Tegid
(Questions about missing activations)
imported>Mrflippy
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--[[User:Kkuhlmann|Kkuhlmann]] 12:04, 6 April 2006 (EDT): What you wrote means the door is activating the player. If you want to simulate the player activating a door: DoorID.Activate player
--[[User:Kkuhlmann|Kkuhlmann]] 12:04, 6 April 2006 (EDT): What you wrote means the door is activating the player. If you want to simulate the player activating a door: DoorID.Activate player


==Scripting Issues==
--[[User:Mrflippy|Mrflippy]] 12:59, 12 April 2006 (EDT) I've been having some issues with this command in scripts. Sometimes, "object.activate me, 1" just doesn't work. The OnActivate block in the script attached to object isn't run at all. Most of the activators I work with are dynamically created using PlaceAtMe. Is this the source of the problem?
--[[User:Mrflippy|Mrflippy]] 12:59, 12 April 2006 (EDT) I've been having some issues with this command in scripts. Sometimes, "object.activate me, 1" just doesn't work. The OnActivate block in the script attached to object isn't run at all. Most of the activators I work with are dynamically created using PlaceAtMe. Is this the source of the problem?


--[[User:Tegid|Tegid]] 13:37, 12 April 2006 (EDT) I too am having this problem.  Is there some kind of time constraint on activation?  What causes them to just not activate?  If they are already inside their OnActivate block and someone calls Activate on them, what happens then?
--[[User:Tegid|Tegid]] 13:37, 12 April 2006 (EDT) I too am having this problem.  Is there some kind of time constraint on activation?  What causes them to just not activate?  If they are already inside their OnActivate block and someone calls Activate on them, what happens then?
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