Difference between revisions of "Activator"

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m (Script running global find and replace: = for '''=)
 
imported>Rasikko
m (Added not about the character limit for the name of the activator as reported by RichWebster(Author of Hunting in Skyrim))
 
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An activator is a World Object can be used (or activated) by an actor or another activator.
An activator is a World Object can be used (or activated) by an actor or another activator.
[[File:ActivatorWindow.png|900px]]


==Activator Dialog==
==Activator Dialog==
*'''ID:''' Unique indentifier for this form.
*'''ID:''' Unique indentifier for this form.
*'''Name:''' Display name.
*'''Name:''' Display name. This is required for the player to interact with this activator.
*'''Model:''' Displays the model for this object.
*'''Model:''' Displays the model for this object.
**'''Edit:''' Chooses the model for this object.
**'''Edit:''' Chooses the model for this object.
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*'''Activate Text Override:''' Changes the default rollover text for this activator
*'''Activate Text Override:''' Changes the default rollover text for this activator
*'''Add Destruction Data:''' Sets the damage states if an object is destructable.
*'''Add Destruction Data:''' Sets the damage states if an object is destructable.
**'''Flags:'''
*'''Flags:'''
***'''Dangerous:''' Unused
**'''Dangerous:''' Unused
***'''Obstacle:''' Will cut the navmesh
**'''Obstacle:''' Will cut the navmesh
***'''On Local Map:''' Shows up on the local map
**'''On Local Map:''' Shows up on the local map
***'''Has Tree LOD:''' Generate LOD for this object.
**'''Has Tree LOD:''' Generate LOD for this object.
***'''Ignore Object Interaction:''' If the object has an animation tied to it, this causes the player to not do it
**'''Ignore Object Interaction:''' If the object has an animation tied to it, this causes the player to not do it
***'''Has Platform/Language Specific Textures:''' Unused
**'''Has Platform/Language Specific Textures:''' Unused
***'''Is Marker:'''Does not have a model to render in game
**'''Is Marker:''' Object is treated as a marker and it won't be rendered in game
***'''Random Anim Start:'''If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
**'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
***'''Child Can Use:'''
**'''Child Can Use:''' Can be used by child NPCs
***'''Must Update Anims:''' Forces animation to play, even if object is off screen
**'''Must Update Anims:''' Forces animation to play, even if object is off screen
***'''Ignored By Sandbox:''' Actors on sandbox packages will ignore this object
**'''Ignored By Sandbox:''' Actors on sandbox packages will ignore this object
*'''Keywords:'''
*'''[[Keyword]]s:''' Keywords for this object
*'''Default Primitive Color:''' The color of the primitive associated with this activator
*'''Default Primitive Color:''' The color of the primitive associated with this activator
*'''Interaction Keyword:'''
*'''Interaction Keyword:''' Restricts what can interact with this activator by keyword.  This does apply to TriggerBoxes in that Trigger events will only fire on objectreferences with this keyword
*'''Script:''' Selects the script for this object.
*'''Script:''' Selects the script for this object.
**'''Script edit button:''' Opens the script for editing.
**'''Script edit button:''' Opens the script for editing.


== Notes ==
* The Activator name has a character limit of 259.


{{Languages|Activator}}





Latest revision as of 12:57, 17 December 2020

An activator is a World Object can be used (or activated) by an actor or another activator.

ActivatorWindow.png

Activator Dialog[edit | edit source]

  • ID: Unique indentifier for this form.
  • Name: Display name. This is required for the player to interact with this activator.
  • Model: Displays the model for this object.
    • Edit: Chooses the model for this object.
  • Sounds:
    • Activate: Sound that plays when object is activated.
    • Looping: Selects the looping sound for this object.
  • NavMesh Generation Import Option: Sets how the object interacts with navmesh generation.
    • Collision Geometry: Navmesh will test against the collision of the object.
    • Bounding Box: Navmesh will test against the bounding box of the object.
    • Filter: Navmesh will ignore the object completely.
    • Ground: Navmesh will treat the object like it is part of the ground.
  • Water Type: Editor ID of water type, if applicable.
    • No Displacement: If an actor is walking through the water it won’t generate ripples as they move around
  • Activate Text Override: Changes the default rollover text for this activator
  • Add Destruction Data: Sets the damage states if an object is destructable.
  • Flags:
    • Dangerous: Unused
    • Obstacle: Will cut the navmesh
    • On Local Map: Shows up on the local map
    • Has Tree LOD: Generate LOD for this object.
    • Ignore Object Interaction: If the object has an animation tied to it, this causes the player to not do it
    • Has Platform/Language Specific Textures: Unused
    • Is Marker: Object is treated as a marker and it won't be rendered in game
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
    • Child Can Use: Can be used by child NPCs
    • Must Update Anims: Forces animation to play, even if object is off screen
    • Ignored By Sandbox: Actors on sandbox packages will ignore this object
  • Keywords: Keywords for this object
  • Default Primitive Color: The color of the primitive associated with this activator
  • Interaction Keyword: Restricts what can interact with this activator by keyword. This does apply to TriggerBoxes in that Trigger events will only fire on objectreferences with this keyword
  • Script: Selects the script for this object.
    • Script edit button: Opens the script for editing.

Notes[edit | edit source]

  • The Activator name has a character limit of 259.


Language: English  • 日本語