Difference between revisions of "Talk:Disable"

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imported>Shademe
(Disabling and Respawning)
imported>Antares
(→‎Disabling and Respawning ?: My theories Shademe)
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'''Will disabled actors respawn''' ? Right now, to remove actors from a particular cell, I move them to a remote cell. So if I disable them instead, will they respawn normally ? --[[User:Shademe|shademe]] 09:28, 12 September 2008 (EDT)
'''Will disabled actors respawn''' ? Right now, to remove actors from a particular cell, I move them to a remote cell. So if I disable them instead, will they respawn normally ? --[[User:Shademe|shademe]] 09:28, 12 September 2008 (EDT)
:What is wrong with just moving them to a remote cell? Seems to me to be the simplest option, or is what you are doing more generic and you can't really keep track of where many Actors were? I highly doubt that disabled actors will respawn because they are still technically alive just in another state of being.
:--[[User:Antares|Antares]] 23:10, 15 October 2008 (EDT)

Revision as of 22:10, 15 October 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)


Disabling and Respawning ?

Will disabled actors respawn ? Right now, to remove actors from a particular cell, I move them to a remote cell. So if I disable them instead, will they respawn normally ? --shademe 09:28, 12 September 2008 (EDT)

What is wrong with just moving them to a remote cell? Seems to me to be the simplest option, or is what you are doing more generic and you can't really keep track of where many Actors were? I highly doubt that disabled actors will respawn because they are still technically alive just in another state of being.
--Antares 23:10, 15 October 2008 (EDT)