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.

See Also