Difference between revisions of "OnActivate - ObjectReference"

m
→‎Notes: Locked doors send this event.
imported>Plplecuyer
 
imported>Scrivener07
m (→‎Notes: Locked doors send this event.)
 
(One intermediate revision by one other user not shown)
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>


Line 24: Line 32:
*An actor entering furniture will send this event.  However, an actor exiting furniture will send the [[OnExitFurniture - ObjectReference|OnExitFurniture]] event instead.
*An actor entering furniture will send this event.  However, an actor exiting furniture will send the [[OnExitFurniture - ObjectReference|OnExitFurniture]] event instead.
*This event will still be received if the object reference has had its normal activation processing blocked via [[BlockActivation - ObjectReference|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.
*This event will still be received if the object reference has had its normal activation processing blocked via [[BlockActivation - ObjectReference|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.
*This event will still be received when attempting to open a door that is locked. Checking a door's current lock state will be needed in order to avoid premature/unwanted activations.


== See Also ==
== See Also ==
Anonymous user