Thing_Activate — makes an actor perform an actor-specific function.
Thing_Activate ( tid // Thing ID of the thing(s) to activate );
This special's function is the same whether you activate it on a line or use it in a script.
The specific behavior that occurs when an actor is activated depends on the activator's type. Monsters are likely to be the most commonly activated things. When you activate them, their dormant flag is removed so that they can run around and take damage, as normal.
The behavior of other types of things varies when they are activated. For example, a particle fountain will start shooting out particles when it is activated. A spark thing will generate one burst of sparks when it is activated. Activating an environment selector will cause its associated EAX settings to be used in the region where it is placed. Other things, such as ammo, will do absolutely nothing if you attempt to activate them.
Activate everything with the TID 6: