Difference between revisions of "Enable"

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(Notes: Added note about Enable Parent)
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*When applied to an enable parent the ''[FadeIn]'' will not get passed to the children.  The "Enable" command will just get called on them, which fades in by default (''[FadeIn]'' set to 1).
 
*When applied to an enable parent the ''[FadeIn]'' will not get passed to the children.  The "Enable" command will just get called on them, which fades in by default (''[FadeIn]'' set to 1).
 
**In order for the children to Pop In (Instead of fade in which is the default for the Enable command) you must go to each child and, under the enable parent tab, check the "Pop In" checkbox.
 
**In order for the children to Pop In (Instead of fade in which is the default for the Enable command) you must go to each child and, under the enable parent tab, check the "Pop In" checkbox.
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*If "Enable" is called on a reference with an "Enable Parent", it will have no effect.
  
 
=='''See Also'''==
 
=='''See Also'''==

Revision as of 01:07, 20 January 2009

Link to TES4 Construction Set Wiki: Enable.

Syntax:

Enable [FadeIn](1 by default)

Enables the calling object if it was previously disabled with Disable. Objects are enabled by default, which means they are rendered in the game, and if they are actors, will process their AI.

Notes

  • When applied to an enable parent the [FadeIn] will not get passed to the children. The "Enable" command will just get called on them, which fades in by default ([FadeIn] set to 1).
    • In order for the children to Pop In (Instead of fade in which is the default for the Enable command) you must go to each child and, under the enable parent tab, check the "Pop In" checkbox.
  • If "Enable" is called on a reference with an "Enable Parent", it will have no effect.

See Also

Disable
GetDisabled

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