Difference between revisions of "RegisterForNiNodeUpdate - Form"

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'''Member of:''' [[ActiveMagicEffect Script]], [[Form Script]], [[ObjectReference Script]]
'''Member of:''' [[ActiveMagicEffect Script]], [[Form Script]], [[ObjectReference Script]]


Activates this item with the specified reference as the activator.
Registers for the NiNodeUpdate event.


== Syntax ==
== Syntax ==
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== Examples ==
== Examples ==
<source lang="papyrus">
RegisterForNiNodeUpdate() ; Registers for the NiNodeUpdate event
; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
</source>
<br>
<source lang="papyrus">
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)
</source>
 
== Notes ==
If the object reference has had activation processing blocked, this will still send the [[OnActivate - ObjectReference|OnActivate]] event to scripts attached to the object, but will ignore normal processing (i.e. picking up the object, opening the door, etc). Unless, of course, you have the abDefaultProcessingOnly parameter set to true, in which case ''no'' event is sent, and the block flag is ignored.


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ActiveMagicEffect Script]]
*[[UseIdleMarker (Procedure)]]
*[[Alias Script]]
*[[Activate]]
*[[Form Script]]
*[[Activate (Procedure)]]
*[[OnNiNodeUpdate - Form]]
*[[Activator]]
*[[UnregisterForNiNodeUpdate - Form]]
*[[BlockActivation - ObjectReference]]
*[[OnActivate - ObjectReference]]

Latest revision as of 22:47, 1 December 2021

Member of: ActiveMagicEffect Script, Form Script, ObjectReference Script

Registers for the NiNodeUpdate event.

Syntax[edit | edit source]

Function RegisterForNiNodeUpdate() native

Parameters[edit | edit source]

None

Return Value[edit | edit source]

None

Examples[edit | edit source]

RegisterForNiNodeUpdate() ; Registers for the NiNodeUpdate event

See Also[edit | edit source]