Difference between revisions of "Activate (Procedure)"
Jump to navigation
Jump to search
imported>Catwheezle (Added "see also" section items.) |
imported>Terra Nova2 (Note about using this package for activating doors.) |
||
Line 13: | Line 13: | ||
|Notes= | |Notes= | ||
* | *When using this package on an actor that is expected to activate a door(opening it), the actor will not travel to the front of the door like one would expect. | ||
Instead the actor will travel to the objects pivot point(the yellow axis you see on all reference pieces in the [[Render Window]]. This not only looks odd, but it presents a pathing problem if the door | |||
is positioned in a tight space as the door will swing in such a way as to trap the actor behind it. | |||
|SeeAlso= | |SeeAlso= |
Revision as of 11:30, 21 July 2014
Behavior
Description:
Actors walks to target and activates it.
The procedure completes:
When the actor activates the target.
Parameters
- Target (Target): What object to activate (usually a SingleRef or a LinkedRef)
- NumToActivate (Int): How many times to activate (??? or if given an object list, how many objects to activate ???)
Notes
- When using this package on an actor that is expected to activate a door(opening it), the actor will not travel to the front of the door like one would expect.
Instead the actor will travel to the objects pivot point(the yellow axis you see on all reference pieces in the Render Window. This not only looks odd, but it presents a pathing problem if the door is positioned in a tight space as the door will swing in such a way as to trap the actor behind it.
See Also
- UseIdleMarker (Procedure)
- Activate
- Activate - ObjectReference
- Activator
- BlockActivation - ObjectReference
- OnActivate - ObjectReference