Difference between revisions of "Talk:Activator"

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175 bytes added ,  09:18, 2 October 2019
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imported>Lisselli
(About invisible collision.)
imported>Ghastley
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Activators can have any model, but the model must have collision in order for the prompt to display. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T07:36:57 (EDT)
Activators can have any model, but the model must have collision in order for the prompt to display. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T07:36:57 (EDT)
** If you need to use a model that doesn't have collision, you can create another activator to use this model: Markers\Misc\InvisibleCollision01.nif and have that activator serve as your prompt display, while the other activator serve as your intended model. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T08:10:34 (EDT)
** If you need to use a model that doesn't have collision, you can create another activator to use this model: Markers\Misc\InvisibleCollision01.nif and have that activator serve as your prompt display, while the other activator serve as your intended model. [[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-04-19T08:10:34 (EDT)
An activator without a name can still be triggered if it has an activation parent. The name is required only to allow it to be directly triggered by the player, or a script.
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