greyday01 Posted October 13, 2018 Share Posted October 13, 2018 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. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 13, 2018 Share Posted October 13, 2018 If an object is refusing to move, it is most likely persistent. Link to comment Share on other sites More sharing options...
ReDragon2013 Posted October 13, 2018 Share Posted October 13, 2018 (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 October 13, 2018 by ReDragon2013 Link to comment Share on other sites More sharing options...
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