Background for Fallout 4
Member of the ObjectReference script
boolfunctionActivate(ObjectReferenceakActivator, boolabDefaultProcessingOnly=false)Native

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Caveats

CK Wiki - Notes

  • If the object reference has had activation processing blocked, this will still send the OnActivate event to scripts attached to the object, but will ignore normal processing (i.e. picking up the object, opening the door, etc). Unless, of course, you have the abDefaultProcessingOnly parameter set to true, in which case no event is sent, and the block flag is ignored.
  • In order for this function to work on containers, you must call Utility.wait() before the activate call. The wait has to be at least 1s.

Parameters

ObjectReferenceakActivator

CK Wiki Description

Who will activate this object.

boolabDefaultProcessingOnly=false

CK Wiki Description

If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.

  • Default:False

Examples

; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)

Auto-Generated Example

ObjectReference myObjectReference__akActivator
bool myBool__abDefaultProcessingOnly

bool returnedValue = myObjectReference__toCallFunctionOn.Activate(myObjectReference__akActivator, myBool__abDefaultProcessingOnly)

Related Pages


Additional References

View this function’s page on the Fallout 4 Creation Kit Wiki

Some data provided by the Fallout 4 Creation Kit Wiki. Licensed under the Creative Commons Attribution-Share Alike 4.0 license.