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Enable door through quest stage tab


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I know that if you want to enable an "initially disabled" actor, you would put in "ActorAlias.GetActorRef().Enable()", but what if it's a specific reference like a door? I already created an alias for the door.

 

-Thanks

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I know that if you want to enable an "initially disabled" actor, you would put in "ActorAlias.GetActorRef().Enable()", but what if it's a specific reference like a door? I already created an alias for the door.

 

-Thanks

 

Depending what behavior you want. You could:

  • use BlockActivation() You'd need to have the OnInit() event of a script attached to the item start the activation block, then somewhere else remove it.
  • Lock/Unlock You could via script unlock a locked door that doesn't have a spawned key. Making it require a key so it can't be picked. Or allow picking if you wish.
  • If you want the door to be hidden/invisible before hand then you can still use the initially disabled and then enable it just like you would the actor.
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I like the third option. So you're saying that all I have to do is put in "GunnerHatchAlias.GetActorRef().Enable()"? Will that work even though it's not technically an actor?

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