Difference between revisions of "User:Haama/FAR"
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==In which Bethesda makes things harder (or you realize this is a bit of a hack)== | |||
The script is really what defines the Function, what it will do, and does the work. However, you're not able to simply call a script in Oblivion... like quests, added items have to use a function... here we use Activate, and so we need to have a reference to actually Activate... | |||
Functional Activators require 3 parts: the script, the base activator, and the reference activator. | You have to call a specific reference. there are a few steps you need to go through to set up each Functional Activator. | ||
#Before you make any Functional Activator you'll want to create an [[Creating_a_New_Cell|empty cell]]. You'll use this cell to hold all of the activators. | |||
#Each Functional Activators require 3 parts: the script, the [[Creating_a_New_Base_Object|base activator]], and the [[Creating_a_New_Persistent_Reference|persistent reference activator]]. The script is the fundamental definition of the Functional Activator and is discussed | |||
<ol><li>The script needs an onActivate block and will generally look like</li> | |||
<pre>scn ScriptNameFAS ;FAS for Functional Activator Script, not necessary but helpful to keep scripts organized | |||
begin onActivate | |||
;function code | |||
end</pre> | |||
<li>Base Activator - it can be any object, but activators | |||
... | ... | ||
empty cell, disable, persistent | empty cell, disable, persistent |