Difference between revisions of "Talk:Unplayable Items"
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I agree with you as you said that many individuals came up with the idea on themselves, and actually cannot careless about credits. I came up with it before I knew this was used in Oblivion too, instead inspired by NWN mods I've played in the past. I'm only against misleading miscredits (if one wants to credit at all). | I agree with you as you said that many individuals came up with the idea on themselves, and actually cannot careless about credits. I came up with it before I knew this was used in Oblivion too, instead inspired by NWN mods I've played in the past. I'm only against misleading miscredits (if one wants to credit at all). | ||
Anyways, on a sidenote, I recall seeing the script that GuidoBot removed, and remember using it in one of my private mod too, and it works. Just so you know, GuidoBot *wink* [[User:Reinhartmenken|Reinhartmenken]] 01:03, 7 November 2006 (EST) | Anyways, on a sidenote, I recall seeing the script that GuidoBot removed above, and remember using it in one of my private mod too, and it works. However, when used in succession for too many times (in my experience twice) can cause the game to freeze up combat keys (block, attack, cast) and crash when trying to load. One way to solve it is to delay the time between two "reference.activate" functions are executed; either by placing the other "reference.activate" function somewhere else in the script and use another condition to fire it (such as doonce, etc), or try to put some other script to fire before executing the next "reference.activate" function (haven't tried one of these, can't remember which, sorry). Just so you know, GuidoBot *wink* [[User:Reinhartmenken|Reinhartmenken]] 01:03, 7 November 2006 (EST) |
Revision as of 01:55, 7 November 2006
I removed the following recommendation for placing a token more directly on the player:
(1) set tokenRef to player.PlaceAtMe MyPlayerToken 1 (2) tokenRef.Activate player ... [commands done on successive frames] ...
I can't remember if I actually got this to work - in theory it shouldn't. GuidoBot 20:15, 18 October 2006 (EDT)
It should be noted that token wasn't first used or first created in the game Oblivion, so no one should really be creditable for "creating" the token concept. However, one can be credited with creating the token concept "for" Oblivion. Reinhartmenken 16:28, 31 October 2006 (EST)
- Dragoon Wraith TALK 20:18, 31 October 2006 (EST): In reality, there's no need to credit the technique at all... but for now, Guido's the only one actively editting and contributing to this page, so I think his opinion counts a little more than ours. If credit is to be given, it does make sense to just say that so-and-so came up with it, because the technique is kind of specific to Oblivion - there may be similar things for other games, but in terms of this particular technique, it's for Oblivion.
It's just reading the bottom portion of the great article I realized that it could be somewhat misleading because of the implications and the names named (note that those are great modders named, and I actually love both of them's work and are currently using their mods. I mean no offense to them), along with the wording. In actuality, another game I know of has exact use of the tokens used here (in Oblivion), adding abilities, used for checks, etc. But yes, since GuidoBot is actively maintaining it he has more say, I'm just voicing my concern, because this is for the entire community who views and maintain the Wiki. Reinhartmenken 19:49, 31 October 2006 (EST)
- Dragoon Wraith TALK 01:57, 1 November 2006 (EST): Fair enough. The main reason I'm against crediting anyone with it is because lots of people came up with it independently; it's not exactly the biggest intellectual leap out there. For one, I certainly had the idea without knowing about JOG's PoC mods, but those mods were released before I remember having thought of the idea (came to me when needing work arounds for Danger Sense). *shrug* Matters little to me. Guido, feel free to post your thoughts.
I agree with you as you said that many individuals came up with the idea on themselves, and actually cannot careless about credits. I came up with it before I knew this was used in Oblivion too, instead inspired by NWN mods I've played in the past. I'm only against misleading miscredits (if one wants to credit at all).
Anyways, on a sidenote, I recall seeing the script that GuidoBot removed above, and remember using it in one of my private mod too, and it works. However, when used in succession for too many times (in my experience twice) can cause the game to freeze up combat keys (block, attack, cast) and crash when trying to load. One way to solve it is to delay the time between two "reference.activate" functions are executed; either by placing the other "reference.activate" function somewhere else in the script and use another condition to fire it (such as doonce, etc), or try to put some other script to fire before executing the next "reference.activate" function (haven't tried one of these, can't remember which, sorry). Just so you know, GuidoBot *wink* Reinhartmenken 01:03, 7 November 2006 (EST)