Difference between revisions of "Enable - ObjectReference"
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imported>Scornett m (Reverted edits by Scornett-Bot (talk) to last revision by Rhavlovick) |
imported>Jhardingame |
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*Small objects will never fade. | *Small objects will never fade. | ||
*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. | |||
== See Also == | == See Also == |
Revision as of 22:04, 13 September 2012
Member of: ObjectReference Script
Enables this reference, popping it into existance. This function is latent and will wait for the enable to happen.
Syntax
Function Enable(bool abFadeIn = false) native
Parameters
- 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
None.
Examples
; Enables the reference, popping it in
TempReference.Enable()
; Enables the reference, fading it in
TempReference.Enable(true)
Notes
- Small objects will never fade.
- 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.