Difference between revisions of "Template:Function Table"

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[[Category:Scripting]]
[[Category:Templates]]
[[Category:Papyrus]]
 
'''Member of:''' [[ObjectReference Script]]
'''Member of:''' [[ObjectReference Script]]


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== Syntax ==
== Syntax ==
<noinclude>
[[Category:Templates|Function-Papyrus]]
</noinclude>
<source lang="papyrus">
<source lang="papyrus">
bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native
bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native
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== Return Value ==
== Return Value ==
True if default activation processing was performed (and succeeded). Will return false if activation was blocked, or the activation failed for some other reason.
return info


== Examples ==
== Examples ==
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== Notes ==
== 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.
Some notes, a reference: [[OnActivate - ObjectReference|OnActivate]]


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
*[[UseIdleMarker (Procedure)]]
 
*[[Activate]]
<includeonly>
*[[Activate (Procedure)]]
[[Category:Scripting]]
*[[Activator]]
[[Category:Papyrus]]
*[[BlockActivation - ObjectReference]]
[[Category:Papyrus Functions]]
*[[OnActivate - ObjectReference]]
</includeonly>

Latest revision as of 21:52, 1 December 2021


Member of: ObjectReference Script

Activates this item with the specified reference as the activator.

Syntax[edit source]

bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native

Parameters[edit source]

  • akActivator: Who will activate this object.
  • abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
    • Default: False

Return Value[edit source]

return info

Examples[edit source]

; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())


; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)

Notes[edit source]

Some notes, a reference: OnActivate

See Also[edit source]