Difference between revisions of "Category:Actors"
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2 To tell who may legally take or use the item in question. | 2 To tell who may legally take or use the item in question. | ||
3 To tell who this actor will never engage against in combat. In the case of creatures, not even the in-game console command 'startcombat | 3 To tell who this actor will never engage against in combat. In the case of creatures, not even the in-game console command 'startcombat <owner>' will tell the creature otherwise. The creature wont even play the weaponequip animation. | ||
:All the horses that the player buys are under ownership of the player, explaining why they do not respond to friendly fire from the player. | |||
*'''Merchant Container Tab:''' Only meaningful for NPCs that buy and sell. Points to the container where items they buy will be placed. This prevents the player from burdening the NPC to the point where he can't move. As a rule, merchant containers are placed outside the geometry of the space where the player cannot activate them. They are also give "needs a key" lock level. To prevent conflicting mod compatibility, stick items you wish to add to existing merchants in a separate container. | *'''Merchant Container Tab:''' Only meaningful for NPCs that buy and sell. Points to the container where items they buy will be placed. This prevents the player from burdening the NPC to the point where he can't move. As a rule, merchant containers are placed outside the geometry of the space where the player cannot activate them. They are also give "needs a key" lock level. To prevent conflicting mod compatibility, stick items you wish to add to existing merchants in a separate container. | ||
*'''Travel Horse Tab:''' If the NPC is travelling in the Tamriel world space, and is near this horse, he will attempt to use it to travel. | *'''Travel Horse Tab:''' If the NPC is travelling in the Tamriel world space, and is near this horse, he will attempt to use it to travel. |
Latest revision as of 06:34, 22 January 2010
Actors is the class of objects that run AI routines. They move in the world, can engage in combat, and can interact with other objects such as doors.
There are two types of actors, creatures and NPCs. A lot of the data for the two types is identical. However, there are significant differences.
Reference Fields[edit | edit source]
All actor references are considered to be persistent.
- Ownership Tab: Ownership is used in three different ways;
1 To tell who may legally mount the horse in question. Also modifies who the horse engages combat against as a result of friendly fire, see section 3 for more information. If the horse has no owner, it behaves normally against friendly fire, and is presumed to be usable by anyone.
2 To tell who may legally take or use the item in question.
3 To tell who this actor will never engage against in combat. In the case of creatures, not even the in-game console command 'startcombat <owner>' will tell the creature otherwise. The creature wont even play the weaponequip animation.
- All the horses that the player buys are under ownership of the player, explaining why they do not respond to friendly fire from the player.
- Merchant Container Tab: Only meaningful for NPCs that buy and sell. Points to the container where items they buy will be placed. This prevents the player from burdening the NPC to the point where he can't move. As a rule, merchant containers are placed outside the geometry of the space where the player cannot activate them. They are also give "needs a key" lock level. To prevent conflicting mod compatibility, stick items you wish to add to existing merchants in a separate container.
- Travel Horse Tab: If the NPC is travelling in the Tamriel world space, and is near this horse, he will attempt to use it to travel.
However be careful if you are using a travel package and point the actor to an interior worldspace, as he will most likely travel there along with his horse and you will find a horse waiting e.g. in the house of the chamberlain.