BlockActivation - ObjectReference
Member of: ObjectReference Script
Blocks, or unblocks, normal activation processing for this reference. References with blocked activation will still send OnActivate events to scripts attached to them.
Syntax[edit | edit source]
Function BlockActivation(bool abBlocked = True, bool abHideActivateText = false) native
Parameters[edit | edit source]
- abBlocked: Whether to block or unblock activation.
- Default: True
- abHideActivateText: Whether or not to hide all indications the object can be activated
- Default: False
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Blocks this door from processing activation normally but still appear to be activated
MyDoor.BlockActivation()
; Makes this door completely un-activatable, appearing to the player as if it were a staic
MyDoor.BlockActivation(true, true)
; Tells the door to handle activation normally
MyDoor.BlockActivation(false)
Notes[edit | edit source]
If you block activation on a reference, the reference will no longer perform its "normal" activation processing. It won't be picked up, opened, etc. However, the script OnActivate block will still run.
Because of the way script events work, chances are that the object has already done (or ignored) its default activation processing by the time the script receives the event, so calling BlockActivation() on the object in the OnActivate block will not affect the current activation.
Also, if a script calls Activate() on an object reference which has blocked activation, the OnActivate block on that script will run, but the object will not process activation normally. (Unless the default processing only parameter is true)
Note that BlockActivation does not disable the 'Activate' UI prompt on the object unless abHideActivateText is true.