Difference between revisions of "Talk:Activate"
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→RunOnActivateBlock Flag: Text adjustements
imported>QQuix (→RunOnActivateBlock Flag: More tests) |
imported>QQuix m (→RunOnActivateBlock Flag: Text adjustements) |
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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: | ||
* | *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 | ||
* | *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). |