Difference between revisions of "Talk:Enable - ObjectReference"

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imported>HawkFest
imported>HawkFest
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:<LI>Note : enabling an already enabled light bulb will disable it (a bug?).
:<LI>Note : enabling an already enabled light bulb will disable it (a bug?).
'''Example''' - The following script toggles on or off a light bulb object, and is triggered when the player hits an object to which the script is attached (either a trigger object, or any static having a collision mesh - some target) :
'''Example''' - The following script toggles on or off a light bulb object, and is triggered when the player hits an object to which the script is attached (either a trigger object, or any static having a collision mesh - some target) :
:1- Put a bubl object in the render window and force its persistence by giving it a Reference Editor ID.
:Step 1- Put a bubl object in the render window and force its persistence by giving it a Reference Editor ID.
:2- Choose a static object with collision that can get hit by the player with any weapons (or hand-to-hand) : a dummy target, a box, a wall, whatever. Then attach the following script to it (an alternative would be to use an activator such as a button or a lever, and code the OnActivate event, instead of the OnHit event as is the case below - which would also allow you to add controls to their gamebryo animations within the same code structure if need be):
:Step 2- Choose a static object with collision that can get hit by the player with any weapons (or hand-to-hand) : a dummy target, a box, a wall, whatever. Then attach the following script to it (an alternative would be to use an activator such as a button or a lever, and code the OnActivate event, instead of the OnHit event as is the case below - which would also allow you to add controls to their gamebryo animations within the same code structure if need be):
<source lang="papyrus">
<source lang="papyrus">
Scriptname SimpleLightBulbSwitchScript extends ObjectReference  
Scriptname SimpleLightBulbSwitchScript extends ObjectReference  
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EndEvent
EndEvent
</source>
</source>
Last step : assign the light bulb reference you've put in the render window to the LightBulbRef property (via CK's form script tab where you've attached the script). '''TEST :'''  In the above code, if you provide a parameter to the Enable function, e.g. ''LightBulbRef.Enable(True|False)'', then the light will not render at all, even with ''False'' as a parameter although it's the default value.<br>
:Last step : assign the light bulb reference from above step 1 to the LightBulbRef property (via CK's form script tab where you've attached the script). '''TEST :'''  In the above code, if you provide a parameter to the Enable function, e.g. ''LightBulbRef.Enable(True|False)'', then the light will not render at all, even with ''False'' as a parameter although it's the default value.<br>
--[[User:HawkFest|HawkFest]] ([[User talk:HawkFest|talk]]) 01:12, 3 December 2012 (EST)
--[[User:HawkFest|HawkFest]] ([[User talk:HawkFest|talk]]) 01:12, 3 December 2012 (EST)
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