Difference between revisions of "Activate (Procedure)"
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imported>Terra Nova2 (Note about using this package for activating doors.) |
imported>DavidJCobb (Notes. Source for the furniture bit is old, so feel free to take a second look, or replace/remove it) |
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|Notes= | |Notes= | ||
* | * If this package orders an actor to activate a door (to open it), the actor will not travel to the front of the door like one would expect. Instead, the actor will travel to the object's pivot point (the yellow axis you see on all reference pieces in the [[Render Window]]). This not only looks odd, but it presents a pathing problem if the door is positioned in a tight space as the door will swing in such a way as to trap the actor behind it. | ||
Instead the actor will travel to the | * If this package orders an actor to activate a furniture, then the furniture will be reserved for that actor, and other actors may not be able to use it. [http://forums.bethsoft.com/topic/1513844-isfurnitureinuse-is-true-if-actor-died-before-activating-it/ Reportedly], if the actor is killed while carrying out this procedure and before they actually complete it (i.e. before they use the furniture), the furniture will remain reserved and unusable. An acceptable workaround is to use a Travel package to bring your NPC within activation range of the Furniture, and ''then'' run an Activate package. This method may allow other NPCs to snatch the Furniture out from under you, but it prevents indefinite reservations if your NPC dies. | ||
is positioned in a tight space as the door will swing in such a way as to trap the actor behind it. | ** Known events that will release a dead NPC's reservation: | ||
*** Enabling and disabling the reserving NPC | |||
*** The player using the furniture themselves | |||
*** The player using the Wait function | |||
|SeeAlso= | |SeeAlso= |
Latest revision as of 02:58, 20 March 2017
Behavior
Description:
Actors walks to target and activates it.
The procedure completes:
When the actor activates the target.
Parameters
- Target (Target): What object to activate (usually a SingleRef or a LinkedRef)
- NumToActivate (Int): How many times to activate (??? or if given an object list, how many objects to activate ???)
Notes
- If this package orders an actor to activate a door (to open it), the actor will not travel to the front of the door like one would expect. Instead, the actor will travel to the object's pivot point (the yellow axis you see on all reference pieces in the Render Window). This not only looks odd, but it presents a pathing problem if the door is positioned in a tight space as the door will swing in such a way as to trap the actor behind it.
- If this package orders an actor to activate a furniture, then the furniture will be reserved for that actor, and other actors may not be able to use it. Reportedly, if the actor is killed while carrying out this procedure and before they actually complete it (i.e. before they use the furniture), the furniture will remain reserved and unusable. An acceptable workaround is to use a Travel package to bring your NPC within activation range of the Furniture, and then run an Activate package. This method may allow other NPCs to snatch the Furniture out from under you, but it prevents indefinite reservations if your NPC dies.
- Known events that will release a dead NPC's reservation:
- Enabling and disabling the reserving NPC
- The player using the furniture themselves
- The player using the Wait function
- Known events that will release a dead NPC's reservation:
See Also
- UseIdleMarker (Procedure)
- Activate
- Activate - ObjectReference
- Activator
- BlockActivation - ObjectReference
- OnActivate - ObjectReference