Difference between revisions of "Talk:Disable"
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[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 21:37, 26 May 2007 (EDT): I think the line "do not depend on Disable to improve performance" is misleading. It does improve performance, by making one less thing for Oblivion to render. In many cases, the effect on performance of the graphics of an item is much greater than the effect of its script. | [[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 21:37, 26 May 2007 (EDT): I think the line "do not depend on Disable to improve performance" is misleading. It does improve performance, by making one less thing for Oblivion to render. In many cases, the effect on performance of the graphics of an item is much greater than the effect of its script. | ||
:I agree. I've reworded the sentence to refer to savegame bloat. --[[User:Speedo|Speedo]] 19:12, 28 July 2008 (EDT) | |||
I'm having a problem getting the collision of an object to turn off. Is it possible that the Disable command does not disable the collision of an activator? I'm sure I am right that the collision is not turning off since I have an invisible capsule around the player and when it is supposed to be disabled, i am still stuck inside. My code basically puts the capsule there, then disables it a few frames later. There shouldn't be any problem unless there is a problem with Disable. Any thoughts?--[[User:Omzy|Omzy]] 17:50, 1 June 2007 (EDT) | I'm having a problem getting the collision of an object to turn off. Is it possible that the Disable command does not disable the collision of an activator? I'm sure I am right that the collision is not turning off since I have an invisible capsule around the player and when it is supposed to be disabled, i am still stuck inside. My code basically puts the capsule there, then disables it a few frames later. There shouldn't be any problem unless there is a problem with Disable. Any thoughts?--[[User:Omzy|Omzy]] 17:50, 1 June 2007 (EDT) | ||
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EDIT | EDIT | ||
I've narrowed my problem down to something excruciatingly simple. I was wrong in assuming Disable was the problem, and now it is clear that Disable does deactivate collision on activators.--[[User:Omzy|Omzy]] 07:04, 2 June 2007 (EDT) | I've narrowed my problem down to something excruciatingly simple. I was wrong in assuming Disable was the problem, and now it is clear that Disable does deactivate collision on activators.--[[User:Omzy|Omzy]] 07:04, 2 June 2007 (EDT) | ||
==Issues With Spells== | |||
Per the discussion started in [http://www.bethsoft.com/bgsforums/index.php?showtopic=863636 this thread] regarding disabling an object in the ScriptEffectStart block, and its effect on later blocks - I've done some testing. On a script which had a duration of 5 seconds and all three Start/Update/Finish blocks the results: | |||
'''Spell cast on NPC''' | |||
*NPC is disabled | |||
*Update block runs for 3 frames | |||
*Finish block runs | |||
'''Spell cast on container or door''' | |||
*Object is disabled | |||
*Update block runs for 2 frames | |||
*Finish block does not run | |||
'''Spell cast on NPC sitting in chair''' | |||
*The NPC is ''not'' disabled, spell script runs normally | |||
--[[User:Speedo|Speedo]] 19:12, 28 July 2008 (EDT) |
Revision as of 18:12, 28 July 2008
Disable DOES improve performance
Dragoon Wraith TALK 21:37, 26 May 2007 (EDT): I think the line "do not depend on Disable to improve performance" is misleading. It does improve performance, by making one less thing for Oblivion to render. In many cases, the effect on performance of the graphics of an item is much greater than the effect of its script.
- I agree. I've reworded the sentence to refer to savegame bloat. --Speedo 19:12, 28 July 2008 (EDT)
I'm having a problem getting the collision of an object to turn off. Is it possible that the Disable command does not disable the collision of an activator? I'm sure I am right that the collision is not turning off since I have an invisible capsule around the player and when it is supposed to be disabled, i am still stuck inside. My code basically puts the capsule there, then disables it a few frames later. There shouldn't be any problem unless there is a problem with Disable. Any thoughts?--Omzy 17:50, 1 June 2007 (EDT)
EDIT I've narrowed my problem down to something excruciatingly simple. I was wrong in assuming Disable was the problem, and now it is clear that Disable does deactivate collision on activators.--Omzy 07:04, 2 June 2007 (EDT)
Issues With Spells
Per the discussion started in this thread regarding disabling an object in the ScriptEffectStart block, and its effect on later blocks - I've done some testing. On a script which had a duration of 5 seconds and all three Start/Update/Finish blocks the results:
Spell cast on NPC
- NPC is disabled
- Update block runs for 3 frames
- Finish block runs
Spell cast on container or door
- Object is disabled
- Update block runs for 2 frames
- Finish block does not run
Spell cast on NPC sitting in chair
- The NPC is not disabled, spell script runs normally
--Speedo 19:12, 28 July 2008 (EDT)