Instant enable disable?

Post » Thu Jun 21, 2012 10:38 am

Is the changing between enabled disabled objects instantaneous?

Like if I have let's say 5 different objects each of them with a small difference , and I make a sequence of enable disableenabledisable etc ... but a player is upon them , using as static platform collision , would he see just the change or he woudl fall throught?
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Ruben Bernal
 
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Post » Thu Jun 21, 2012 2:20 pm

Well, according to the wiki page on http://www.creationkit.com/Enable_-_ObjectReference functions do not return until fading is complete, if you have the flag set.

However I think that even if you make the object fade, the collision is instantly enabled, and the opacity of the object is simply faded, since you can't 'fade' a collision.

You can always just make a quick test and try this out ingame yourself. :)
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MARLON JOHNSON
 
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Post » Thu Jun 21, 2012 9:40 am

You could enable via parentage and have the "Pop In" flag(s) ticked or try http://www.creationkit.com/EnableNoWait_-_ObjectReference.
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Alex Vincent
 
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Post » Thu Jun 21, 2012 6:25 am

I never found a way to disable the fade-in/out, even using the fade flag set to false. Does it actually work for anyone else?
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Wane Peters
 
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Post » Thu Jun 21, 2012 4:26 pm

I never found a way to disable the fade-in/out, even using the fade flag set to false. Does it actually work for anyone else?
Use an enable parent and set the children references to "Pop In". It works, enabling/disabling stuff instantaneously.
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Kayla Oatney
 
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Post » Thu Jun 21, 2012 6:03 pm

I am trying to have a band of bandits be disabled / hidden until the player pulls a nordic pull-chain. Using the chain as an enable parent, with the bandits configured for initially opposite enable of parent, and pop-in doesn't seem to work.

They are invisible / disabled, but the pull chain activation doesn't make them appear.

Anyone have any ideas?

Thx in advance!
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Pete Schmitzer
 
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Post » Thu Jun 21, 2012 2:41 pm

I'd set one bandit as the enable parent of the rest, then script the activator to enable the parent, thus enabling all the rest.
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RObert loVes MOmmy
 
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Post » Thu Jun 21, 2012 10:34 am

put a trigger on activate event on the alias chain then this inside enables the bandits once or you can put a advange to next stage and then put in that stage an enable of a xmarker to wich you linked all of your bandits ....
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Oscar Vazquez
 
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Post » Thu Jun 21, 2012 5:38 am

As far as i know as i use enable() and disable() it is instant, although every time i use it i make sure the player isn't looking at the change otherwise it may seem ugly.
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Angus Poole
 
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Post » Thu Jun 21, 2012 5:06 pm

the (fade) option seems not working right?
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butterfly
 
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Post » Thu Jun 21, 2012 9:30 am

To be Fair i have never tried 'Fading' it although in some areas it may look Okish over all letting the player look at it still seems odd to me, but then again i have only been using it to reveal another area, so seeing a part of a room disappear and being replaced by something else would be rather ugly in my eyes, hence why i make sure the 'trigger' makes sure that the player can't see it.

I don't see why fading wouldn't work although i haven't seen an official script use it yet;
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Taylah Illies
 
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Post » Thu Jun 21, 2012 8:14 pm

I tried and didnt work ...
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Kirsty Collins
 
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