Is there a way to disable grabbing an object?

Post » Sun Nov 18, 2012 3:16 am

By grabbing, I mean holding the E key, in standard configurations. Not picking it up into your inventory.

The specific case is this: I have an actor that starts dead but is eventually revived later during a quest. Obviously, allowing the player to drag his body all around the world would break the logic of the quest and scenes.

I can't find a function to stop dragging so what I tried was to call DisablePlayerControls() and EnablePlayerControls() in the OnGrab() Event. My hope was that the E key would appear as not being held anymore, so the grabbing would cancel immediately. Apparently, that doesn't work so, any ideas?
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James Potter
 
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Post » Sat Nov 17, 2012 7:25 pm

Does BlockActivation work atall?
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Darrell Fawcett
 
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Post » Sat Nov 17, 2012 7:01 pm

Does BlockActivation work atall?

Nope. I already had that in place to disable looting the body before I realized I could drag him around.
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Blessed DIVA
 
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Post » Sat Nov 17, 2012 11:43 pm



Nope. I already had that in place to disable looting the body before I realized I could drag him around.

What about setting the weight super high through scripting?
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courtnay
 
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Post » Sun Nov 18, 2012 5:14 am

Good idea! (I should have thought of that :tongue:)

Thanks :smile:
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candice keenan
 
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Post » Sun Nov 18, 2012 12:23 am

Good idea! (I should have thought of that :tongue:)

Thanks :smile:

I call it the "Sleeping Snorlax" trick ;)

(yep I'm a sad git)
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Lily Something
 
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Post » Sat Nov 17, 2012 3:45 pm

If it has no name, it cannot be grabbed.
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Jessica Thomson
 
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Post » Sun Nov 18, 2012 5:15 am

SetDestroyed() will also work
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Stephanie I
 
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Post » Sun Nov 18, 2012 3:14 am

I call it the "Sleeping Snorlax" trick :wink:

(yep I'm a sad git)

I can't believe you just made me google that :P

I couldn't find out how to change the weight with scripting but I used the Reset() function in the OnGrab() event. Not the most elegant solution but it also works.

SetDestroyed() will also work

Are you sure? I called that function and it still allowed me to drag him normally.
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Svenja Hedrich
 
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Post » Sat Nov 17, 2012 8:19 pm

I can't believe you just made me google that :tongue:

I couldn't find out how to change the weight with scripting but I used the Reset() function in the OnGrab() event. Not the most elegant solution but it also works.



Are you sure? I called that function and it still allowed me to drag him normally.

Lol gotta catch'em all ;)

SetDestroyed also didn't work for me.
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Erika Ellsworth
 
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Post » Sun Nov 18, 2012 7:04 am

sorry, i didnt realize you are trying this on an actor. the setdestroyed works for havok enabled moveable ground objects, not actors
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Andrea P
 
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