What events go with what objects?

Post » Mon Nov 19, 2012 7:50 pm

How do you know what events go with what objects?
Not much documentation on this, so I thought I'd ask here and see who has figured this out.

What objects can have an OnActivate and what can not? Maybe a scripting guide along with the Bethesda wiki.

I found this:
http://www.creationkit.com/ObjectReference_Script

Why I'm asking is I added an Event OnActivate(ObjectReference akActionRef)
to an XMarkerActivator and it did nothing even though it WAS activated. :ermm:
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Mon Nov 19, 2012 8:48 pm

Typically the event matches the object type.

So OnContainerChanged would work on anything that can be taken.

OnActivate on anything that can be activated, like an NPC or an activator.

For your activator if it didn't work it could be 2 things. 1: the base object needs to have a Name. Click Edit on the object in the object window to add a name. (Don't edit the base object if its something used elsewhere in the game. Just your own unique objects. Unless that's your intention)

Also in the render window, right click and edit. Go to the Primitive tab. Make sure you select the option for Player Activation.

Also sometimes they're funny for me if they aren't rotated around, or at an angle of 44.9 instead of 45 degrees.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Tue Nov 20, 2012 2:21 am

Typically the event matches the object type.

So OnContainerChanged would work on anything that can be taken.

OnActivate on anything that can be activated, like an NPC or an activator.

For your activator if it didn't work it could be 2 things. 1: the base object needs to have a Name. Click Edit on the object in the object window to add a name. (Don't edit the base object if its something used elsewhere in the game. Just your own unique objects. Unless that's your intention)

Also in the render window, right click and edit. Go to the Primitive tab. Make sure you select the option for Player Activation.

Also sometimes they're funny for me if they aren't rotated around, or at an angle of 44.9 instead of 45 degrees.

The XMarkerActivator has an Enable Parent of a model. I know it's activating because I have a mesh with Enable Parent set to the XMarkerActivator. What I want is once the XMarkerActivator activates, even if the parent switches off, it should still stay activated.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Mon Nov 19, 2012 12:14 pm



The XMarkerActivator has an Enable Parent of a model. I know it's activating because I have a mesh with Enable Parent set to the XMarkerActivator. What I want is once the XMarkerActivator activates, even if the parent switches off, it should still stay activated.

You'll want a bool or int set to 1 when enabled I'm guessing. A better scriptor will be able to help. Like Justin :)
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Mon Nov 19, 2012 8:28 pm

Thank you so much. I'll keep messing with it.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am


Return to V - Skyrim

cron