Difference between revisions of "Talk:Activator"
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imported>Lisselli (About invisible collision.) |
imported>Ghastley m |
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Activators can have any model, but the model must have collision in order for the prompt to display. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T07:36:57 (EDT) | Activators can have any model, but the model must have collision in order for the prompt to display. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T07:36:57 (EDT) | ||
** If you need to use a model that doesn't have collision, you can create another activator to use this model: Markers\Misc\InvisibleCollision01.nif and have that activator serve as your prompt display, while the other activator serve as your intended model. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T08:10:34 (EDT) | ** If you need to use a model that doesn't have collision, you can create another activator to use this model: Markers\Misc\InvisibleCollision01.nif and have that activator serve as your prompt display, while the other activator serve as your intended model. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T08:10:34 (EDT) | ||
An activator without a name can still be triggered if it has an activation parent. The name is required only to allow it to be directly triggered by the player, or a script. |
Latest revision as of 09:18, 2 October 2019
Activators can have any model, but the model must have collision in order for the prompt to display. Lisselli (talk) 2017-04-19T07:36:57 (EDT)
An activator without a name can still be triggered if it has an activation parent. The name is required only to allow it to be directly triggered by the player, or a script.