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.

See Also[edit | edit source]