cdo947214 Posted July 12, 2017 Share Posted July 12, 2017 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 Link to comment Share on other sites More sharing options...
JonathanOstrus Posted July 13, 2017 Share Posted July 13, 2017 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. Link to comment Share on other sites More sharing options...
cdo947214 Posted July 13, 2017 Author Share Posted July 13, 2017 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? Link to comment Share on other sites More sharing options...
ibldedibble Posted July 13, 2017 Share Posted July 13, 2017 GunnerHatchAlias.Enable() should be enough if memory serves. Link to comment Share on other sites More sharing options...
cdo947214 Posted July 13, 2017 Author Share Posted July 13, 2017 Thanks. I had to add a property then put in GunnerHatchAlias.GetReference().Enable() That seemed to work. Link to comment Share on other sites More sharing options...
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