Difference between revisions of "GetLinkedRef"

497 bytes added ,  03:13, 13 March 2017
m
Added completed script.
imported>Geckbot
m (Robot: Automated text replacement (-\[\[Category:(.*?)\(GECK 1.0\)\]\] +Category:\1(GECK 1.1)))
imported>Jokerine
m (Added completed script.)
 
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=='''Description'''==
=='''Description'''==


'''GetLinkedRef '''  Gives the reference that is currently linked to the current reference. For example, if a switch opens a door, you can link the switch to the door and if the switch is activated you get the door reference and activate it. It is called on a reference and takes no parameters.
'''GetLinkedRef '''  gives the reference that is currently linked to the current reference. For example, if a switch opens a door, you can link the switch to the door and if the switch is activated you get the door reference and activate it. It is called on a reference and takes no parameters.


=='''Syntax'''==
=='''Syntax'''==
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=='''Examples'''==
=='''Examples'''==


SwitchRef.GetLinkedRef
A simple, completed example of a switch script that uses '''GetLinkedRef''' is below.


=='''Notes'''==
The [[activator]] that will hold this script should have an [[Reference#Enable_Parent|enable parent]] added to it as its [[Reference#Linked_Ref|linked ref]].
*None at this time
 
<pre>scn SwitchScript
 
ref MyMarker
 
Begin OnActivate
 
Set MyMarker to GetLinkedRef
 
    if MyMarker.GetDisabled == 0 ;if marker is enabled...
        PlaySound OBJSwitchButtonB
        MyMarker.Disable
 
else
        PlaySound OBJSwitchButtonA
        MyMarker.Enable
 
endif
end</pre>




=='''See Also'''==
=='''See Also'''==
*[[Reference]]
*[[GetDisabled]]
*[[Disable]]
*[[Enable]]


=='''Reference'''==
None provided.
<!-- [[GetLinkedRef _Reference|List of functions that use GetLinkedRef ]]  (wiki) -->
<!-- [[GetLinkedRef _Reference|List of functions that use GetLinkedRef ]]  (wiki) -->


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