Difference between revisions of "User:Haama/FAR"

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1,105 bytes added ,  15:22, 26 March 2009
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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
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