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How to Move or Remove the object by activating it in game?


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Is there a script for setting the objects to move OR be removed via activating em' in game?

For example, you need to move the box by using "Strength", after activating an object, the box should move some distance.

Or remove the carpet to find a secret hatch underneath it.

Edited by DokQZ
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Red Rocket Tv made a wonderful tutorial on moving objects, though I'm not sure if it will work on activators

https://www.youtube.com/watch?v=govu3qrqxpQ&t=209s

 

There is also a function on ObjectReference called Disable() that will disable the object in question. This does not "remove" the object but basically does the same thing. The object can be enabled with Enable()

https://www.creationkit.com/index.php?title=Disable_-_ObjectReference

 

Hope this helped :)

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If the object is an activator, and it most certainly has to be since only activators can have activation processes, you need to use the event OnActivate, and call disable within that event. You can also remotely activate activators using Activate(), and also you can try sending a remote event, though I have little experience with that. The Elevator Master is an activator(I think it's the big red "D"), but... not sure you wanna mess with that, since it's all messily/confusingly setup by Bethesda -_- but good luck.

Edited by Rasikko
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Attach something like this to your activator. Set the property if there is a remote object reference you want to disable

ObjectReference Property ThingToDisable Auto

Event OnActivate(ObjectReference akActionRef)
   If (ThingToDisable == None) 
      ThingToDisable = Self
   Endif
   ThingToDisable.Disable()
EndEvent
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  • 1 month later...

 

Attach something like this to your activator. Set the property if there is a remote object reference you want to disable

ObjectReference Property ThingToDisable Auto

Event OnActivate(ObjectReference akActionRef)
   If (ThingToDisable == None) 
      ThingToDisable = Self
   Endif
   ThingToDisable.Disable()
EndEvent

Thx ^^

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