Difference between revisions of "OnNiNodeUpdate - Form"

707 bytes removed ,  22:22, 1 December 2021
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== Examples ==
== Examples ==
<source lang="papyrus">
; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
</source>
<br>
<source lang="papyrus">
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)
</source>
== Notes ==
== Notes ==
If the object reference has had activation processing blocked, this will still send the [[OnActivate - ObjectReference|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.


== See Also ==
== See Also ==
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