Description
Wiki Description
Activates this item with the specified reference as the activator.
Documentation Comment
Have akActivator activate this reference. If abDefaultProcessingOnly is true then any block will be bypassed
and no OnActivate event will be sent. The function returns true if default processing ran, and succeeded. If
default processing has been blocked, will always return false.
Caveats
CK Wiki - Notes
- If the object reference has had activation processing blocked, this will still send the ObjectReference.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
