Difference between revisions of "OnActivate - ObjectReference"
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imported>Plplecuyer (→Notes) |
imported>Goggle m (→Examples: Just a tiny example added.) |
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Line 19: | Line 19: | ||
Debug.Trace("Activated by " + akActionRef) | Debug.Trace("Activated by " + akActionRef) | ||
EndEvent | EndEvent | ||
; Have the event run if the triggering objectreference is the player. | |||
Event OnActivate(ObjectReference akActionRef) | |||
if akActionRef == Game.GetPlayer() | |||
; your code here. | |||
endif | |||
EndEvent | |||
</source> | </source> | ||
Revision as of 07:39, 15 September 2016
Member of: ObjectReference Script
Event called when the object reference is activated.
Syntax
Event OnActivate(ObjectReference akActionRef)
Parameters
- akActionRef: The ObjectReference that activated this reference.
Examples
Event OnActivate(ObjectReference akActionRef)
Debug.Trace("Activated by " + akActionRef)
EndEvent
; Have the event run if the triggering objectreference is the player.
Event OnActivate(ObjectReference akActionRef)
if akActionRef == Game.GetPlayer()
; your code here.
endif
EndEvent
Notes
- An actor entering furniture will send this event. However, an actor exiting furniture will send the OnExitFurniture event instead.
- This event will still be received if the object reference has had its normal activation processing blocked via BlockActivation. It is also most likely running after the object itself has done (or ignored) it's normal activation processing. Which means, for example, that if normally the object is picked up you won't be able to manipulate it as it will have already been moved into the actor's inventory.