|
|
Line 4: |
Line 4: |
| '''Member of:''' [[ActiveMagicEffect Script]], [[Form Script]], [[ObjectReference Script]] | | '''Member of:''' [[ActiveMagicEffect Script]], [[Form Script]], [[ObjectReference Script]] |
|
| |
|
| Activates this item with the specified reference as the activator.
| | Registers for the NiNodeUpdate event. |
|
| |
|
| == Syntax == | | == Syntax == |
Line 18: |
Line 18: |
|
| |
|
| == 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 ==
| |
| 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 == |
| | *[[ActiveMagicEffect Script]] |
| | *[[Form Script]] |
| *[[ObjectReference Script]] | | *[[ObjectReference Script]] |
| *[[RegisterForNiNodeUpdate - Form]] | | *[[OnNiNodeUpdate - Form]] |