Difference between revisions of "OnNiNodeUpdate - Form"

From the CreationKit Wiki
Jump to navigation Jump to search
m (Cecell moved page OnNiNodeUpdate to OnNiNodeUpdate - Form: Whoops - adding owning script to name)
Line 32: Line 32:


== See Also ==
== See Also ==
*[[ActiveMagicEffect Script]]
*[[Form Script]]
*[[ObjectReference Script]]
*[[ObjectReference Script]]
*[[UseIdleMarker (Procedure)]]
*[[RegisterForNiNodeUpdate - Form]]
*[[Activate]]
*[[UnregisterForNiNodeUpdate - Form]]
*[[Activate (Procedure)]]
*[[Activator]]
*[[BlockActivation - ObjectReference]]
*[[OnActivate - ObjectReference]]

Revision as of 22:21, 1 December 2021

Member of: ActiveMagicEffect Script, Form Script, ObjectReference Script

Event called when a NetImmerseNode is updated.

Syntax

Function RegisterForNiNodeUpdate() native

Parameters

None

Return Value

None

Examples

; 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

If the object reference has had activation processing blocked, this will still send the 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.

See Also