SoMaTheCandleMaker Posted June 25, 2019 Share Posted June 25, 2019 (edited) 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 June 25, 2019 by DokQZ Link to comment Share on other sites More sharing options...
Deleted50097591User Posted June 25, 2019 Share Posted June 25, 2019 Red Rocket Tv made a wonderful tutorial on moving objects, though I'm not sure if it will work on activatorshttps://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 :) Link to comment Share on other sites More sharing options...
SoMaTheCandleMaker Posted June 26, 2019 Author Share Posted June 26, 2019 Yeh I was thinking about doing it via elevator system, but it just doesn't work for the type of movement i'm going for.Will try thous "Enable\Disable" scripts tho, thank you ) Link to comment Share on other sites More sharing options...
Evangela Posted June 26, 2019 Share Posted June 26, 2019 (edited) 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 June 26, 2019 by Rasikko Link to comment Share on other sites More sharing options...
SKKmods Posted June 26, 2019 Share Posted June 26, 2019 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 Link to comment Share on other sites More sharing options...
SoMaTheCandleMaker Posted August 16, 2019 Author Share Posted August 16, 2019 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 ^^ Link to comment Share on other sites More sharing options...
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