Spawning an Actor

Post » Mon Jun 18, 2012 7:08 am

I'm looking into the possibility of having an actor spawn after another object is activated but I can't seem to find anywhere that would show me how to do this. If anyone knows how to or where I could go to find out it would be much appreciated.
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Arrogant SId
 
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Post » Mon Jun 18, 2012 4:02 am

You'd want to use an http://www.creationkit.com/OnActivate_-_ObjectReference event, in which you call either http://www.creationkit.com/PlaceAtMe_-_ObjectReference or http://www.creationkit.com/Enable_-_ObjectReference, depending on how you have (or haven't) set up your actor.

Cipscis
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Jennifer Munroe
 
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Post » Mon Jun 18, 2012 7:07 am

Yeah I have the basic idea, its the syntax thats giving me trouble it would seem. Also what does EnableAI actually do, I have placed an AI as disabled but it appeared anyway, does this only pretain to their function rather than their presence?

Give Object A being the activateable one and Object B to be the spawned actor what would be a rough way to do this?
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Helen Quill
 
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Post » Mon Jun 18, 2012 10:18 am

Clearing up what Cipscis said as I believe you missed what he had stated:

http://www.creationkit.com/Enable_-_ObjectReference not http://www.creationkit.com/EnableAI_-_Actor
EnableAI stops an actor from performing any Sandbox functions, Fighting, or moving.
Enable allows you to enable a Disabled object in the CK. Basically... it allows you to see it.
Disable does the opposite... It hides it from the player
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Verity Hurding
 
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