Difference between revisions of "OnNiNodeUpdate - Form"
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'''Member of:''' [[ActiveMagicEffect Script]], [[Form Script]], [[ObjectReference Script]] | '''Member of:''' [[ActiveMagicEffect Script]], [[Form Script]], [[ObjectReference Script]] | ||
Event called when a | Event called when a NetImmerse node is updated. | ||
== Syntax == | == Syntax == |
Revision as of 22:22, 1 December 2021
Member of: ActiveMagicEffect Script, Form Script, ObjectReference Script
Event called when a NetImmerse node is updated.
Syntax
Function RegisterForNiNodeUpdate() native
Parameters
None
Return Value
None
Examples
; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)
Notes
If the object reference has had activation processing blocked, this will still send the OnActivate event to scripts attached to the object, but will ignore normal processing (i.e. picking up the object, opening the door, etc). Unless, of course, you have the abDefaultProcessingOnly parameter set to true, in which case no event is sent, and the block flag is ignored.