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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<source lang="papyrus">
<source lang="papyrus">
; Change the activate prompt for the actor
; Change the activate prompt for the actor
SuperMutantRef.SetActivateOverrideText(TicklePromptMessage)
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.

See Also[edit | edit source]