Difference between revisions of "Enable - ObjectReference"
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imported>Jhardingame |
imported>Bug64 m (Added a note on enabling an Actor) |
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== Notes == | == Notes == | ||
*Small objects will never fade. | *Small objects will never fade. | ||
*Enabling an Actor will cause the actor to snap back to the location it had when it was disabled | |||
*Children of an enable parent will not fade and will simply pop into existence when the parent object has finished fading. | *Children of an enable parent will not fade and will simply pop into existence when the parent object has finished fading. | ||
*Lights will never fade. In order for an enable/disable function to work on a light, the enable() function must be left blank for the light to be enabled or disabled. | *Lights will never fade. In order for an enable/disable function to work on a light, the enable() function must be left blank for the light to be enabled or disabled. |
Latest revision as of 19:06, 4 July 2015
Member of: ObjectReference Script
Enables this reference, popping it into existance. This function is latent and will wait for the enable to happen.
Syntax[edit | edit source]
Function Enable(bool abFadeIn = false) native
Parameters[edit | edit source]
- abFadeIn: Whether to fade in the object or not. Function won't return until object is faded in. If this is an enable parent the children will not be faded.
- Default: False
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Enables the reference, popping it in
TempReference.Enable()
; Enables the reference, fading it in
TempReference.Enable(true)
Notes[edit | edit source]
- Small objects will never fade.
- Enabling an Actor will cause the actor to snap back to the location it had when it was disabled
- Children of an enable parent will not fade and will simply pop into existence when the parent object has finished fading.
- Lights will never fade. In order for an enable/disable function to work on a light, the enable() function must be left blank for the light to be enabled or disabled.