Activator

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An activator is a World Object that can be used (or activated) by an actor or another activator. Activators can be scripted to do almost anything such as effects triggered upon activation with a OnActivate code block in the script. Non scripted activators can serve as drinkable water sources, radios that play radio stations or simple objects that play animations when activated.

Activator Dialog

  • ID: Unique Editor ID that can be used in scripts and can be searched in the Object Window with the filter bar.
  • Name: Activation prompt name when the player stands near and looks at it.
  • Script: Selects the script for this object.
    • Script edit button: Opens the script for editing.
  • Model: Displays the model for this object.
    • Edit: Chooses the model for this object.
  • Sounds:
    • Activate: Sound that plays when object is activated.
    • Looping: Selects the looping sound for this object.
  • NavMesh Generation Import Option: Sets how the object interacts with navmesh generation.
    • Collision Geometry: Navmesh will test against the collision of the object.
    • Bounding Box: Navmesh will test against the bounding box of the object.
    • Filter: Navmesh will ignore the object completely.
    • Ground: Navmesh will treat the object like it is part of the ground.
  • Water Type: Editor ID of water type, if applicable.
  • Radio Station: Editor ID of the Radio Station, for radio activators.
  • Radio Template: Template sound for radio station attenuation. Appears to not work properly when applied to activators, must be applied to Talking Activator to have proper effect.
  • Add Destruction Data: Sets the damage states if an object is destructible.
  • Flags:
    • Dangerous: Makes the activation text red instead of the normal UI color.
    • Obstacle: When checked the object will dynamically cut the navmesh in game preventing actors from walking into it.
    • On Local Map: If checked, the item is seen on the local map in-game.
    • Has Tree LOD: Will be added to generated Tree LOD if a corresponding LOD billboard exists.
    • Quest Item:
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in sync.
    • Visible When Distant: Will be added to generated Object LOD if a corresponding LOD model exists.
    • Child Can Use:
    • Has Platform/Language Specific Textures:

Notes

  • Activators require a name to be set or else they cannot be interacted with.
  • Placed activator references that are scripted should be marked persistent or their scripts may not run certain blocks like OnReset or OnLoad.
  • Persistent activators that are disabled will still execute their scripts. Zap, MarkForDelete, SetScriptDisabled, or RemoveScript can all be used to stop the script.
  • The "Obstacle" flag only works with NIFs that have the correct collision layer set, consult the Collision layer page for valid layer types.

See Also