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Posted

I know there is no such event but is there a way to script the same effect as if there was?

 

There is a quest that at the end enables a ActivatorRef. I want to move it outside the walls to someplace out of sight but it seems to want to stay in the original location.

Posted (edited)

You wrote: "is there a way to script the same effect as if there was?"

 

I assume you are talking about objectReference script, if ReferenceAlias use self.GetReference() instead.

EVENT OnCellLoad()
; it runs once, regardless object is disabled or enabled - cell has been loaded by game engine
; if you need, you are able to switch on/off objects here
;;; IF self.IsDisabled()
;;;    self.Enable()           ; switch on
;;; ELSE
;;;    self.Disable()          ; switch off
;;; ENDIF
ENDEVENT

EVENT OnLoad()
; self (the object that script is attached to) has to be enabled and 3D is also ready
; otherwise this event does not fire up
ENDEVENT

EVENT OnUnLoad()
; it runs mostly once, regardless object is disabled or enabled - cell has been unloaded by game engine
ENDEVENT
Edited by ReDragon2013
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