Difference between revisions of "Talk:Activate"

Jump to navigation Jump to search
26 bytes removed ,  17:22, 28 February 2009
m
imported>QQuix
imported>QQuix
m (→‎RunOnActivateBlock Flag: Text adjustements)
Line 108: Line 108:


Now I found that the statement about activating unscripted items (item 3 under "Buggy Bug Bug of a Weird, Weird Bug") is only true if activating it with RunOnActivateBlock = 0:
Now I found that the statement about activating unscripted items (item 3 under "Buggy Bug Bug of a Weird, Weird Bug") is only true if activating it with RunOnActivateBlock = 0:
*Non scripted containers: as the article says - you cannot 'open' them anymore
*Containers: as the article says - you cannot 'open' them anymore
*Dynamic carryable items - Everything works, but bloats the savegame
*Dynamic carryable items - Everything works, but bloats the savegame
*Nonscripted, non-dynamic carryable items - if picked up with "Item.activate player 0", after dropping it later on, the item will not respond to spacebar 'pick up' (you can still move it with the grab key).  
*Non-dynamic carryable items - if picked up with "Item.activate player 0", after dropping it later on, the item will not respond to spacebar 'pick up' (you can still move it with the grab key).  


Building up on Waruddar's guess, it seems that the engine not only doesn’t parse the ExtraData, but also messes up the data structure for that particular FormId (or skips something that should be done), so the next time you activate a non-dynamic reference (same FormId) it will not respond as expected. Dynamic items, themselves, don’t suffer the consequences of this bug (?), as they always get a new, fresh FormId (but, as mentioned, the old, useless data will remain in the game).  
Building up on Waruddar's guess, it seems that the engine not only doesn’t parse the ExtraData, but also messes up the data structure for that particular FormId (or skips something that should be done), so the next time you activate a non-dynamic reference (same FormId) it will not respond as expected. Dynamic items, themselves, don’t suffer the consequences of this bug (?), as they always get a new, fresh FormId (but, as mentioned, the old, useless data will remain in the game).  
Anonymous user

Navigation menu