Jump to content

Dealing with Enable Parent in scripts


Recommended Posts

I downloaded a mod that allows collection and re-deployal of bear traps. This is the code that handles the removal:

;BEGIN FRAGMENT Fragment_1
Function Fragment_1(ObjectReference akTargetRef, Actor akActor)
;BEGIN CODE
ObjectReference BearTrap = akTargetRef as ObjectReference

If (BearTrap.GetTriggerObjectCount() == 0)
	Form toAdd = BearTrapFLST.getAt(1)
	Game.GetPlayer().AddItem(toAdd,1,false)
	BearTrap.Disable()
	BearTrap.DeleteWhenAble()
Else
	Debug.Notification("You can't pick up the Trap while something is inside")
EndIf
;END CODE
EndFunction
;END FRAGMENT

First of all, I was a bit concerned about the use of DeleteWhenAble(). It turns out that's actually not necessary for traps without an Enable Parent.

 

But even with the DeleteWhenAble(), traps with an Enable Parent stick around until cell reload. I didn't see any functions for dealing with Enable Parent though. Not even just to check if a reference has an Enable Parent. So I'm wondering if anyone has any ideas about how this case can be handled properly. The one thing I could think of was changing the Z position to hide it in the ground, but apparently that's only temporary. In my tests the trap returned to its original location on cell reload (I had removed the DeleteWhenAble() obviously).

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...