Difference between revisions of "SetActivateTextOverride - ObjectReference"
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imported>Iceburg333 (Created page with "Category:Scripting Category:Papyrus '''Member of:''' ObjectReference Script Sets the full name of the given message to be this ref's activate text. == Syntax == <so...") |
imported>Tania |
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(One intermediate revision by one other user not shown) | |||
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<source lang="papyrus"> | <source lang="papyrus"> | ||
; Change the activate prompt for the actor | ; Change the activate prompt for the actor | ||
SuperMutantRef. | SuperMutantRef.SetActivateTextOverride(TicklePromptMessage) | ||
</source> | </source> | ||
== Notes == | |||
* It's currently unknown how to override the text for doors, containers and furniture as this function does nothing for them. | |||
== See Also == | == See Also == | ||
*[[ObjectReference Script]] | *[[ObjectReference Script]] |
Latest revision as of 00:06, 4 April 2021
Member of: ObjectReference Script
Sets the full name of the given message to be this ref's activate text.
Syntax[edit | edit source]
Function SetActivateTextOverride(Message akText) native
Parameters[edit | edit source]
- akText: The Message whose full name is used as the activate text override. If None, it will revert to the default.
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Change the activate prompt for the actor
SuperMutantRef.SetActivateTextOverride(TicklePromptMessage)
Notes[edit | edit source]
- It's currently unknown how to override the text for doors, containers and furniture as this function does nothing for them.