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.
- Even using this function, the player cannot activate a ref whose base form has no name, unless that base form is a TalkingActivator. Calling this function on such a ref, with the player and False as the argument, will return False.
- The ref can be activated just fine if its name is non-zero-length, even if it's all-whitespace. It can likewise be activated if it has a name but that name is being hidden using perk entry points.
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
No human-generated examples found for this function.
Auto-Generated Example
ObjectReference myObjectReference__akActivator
bool myBool__abDefaultProcessingOnly
bool returnedValue = myObjectReference__toCallFunctionOn.Activate(myObjectReference__akActivator, myBool__abDefaultProcessingOnly)