Difference between revisions of "User talk:ShadowDancer"

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imported>ShadowDancer
imported>DragoonWraith
(explanation of my purpose)
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:[[User:ShadowDancer|ShadowDancer]] 19:32, 6 July 2006 (EDT): In the [[SetActorFullName]] article it says "Note that while the function is called on a reference, it actually changes the name of the base object, so all instances of that NPC/creature will have a new name."  Maybe I am misreading what its saying, but to me it reads as if I were to change the display name on a skeleton to 'George the Skeleton', it changes every instance of the display name on skeletons in the game to display 'George the Skeleton'.   
:[[User:ShadowDancer|ShadowDancer]] 19:32, 6 July 2006 (EDT): In the [[SetActorFullName]] article it says "Note that while the function is called on a reference, it actually changes the name of the base object, so all instances of that NPC/creature will have a new name."  Maybe I am misreading what its saying, but to me it reads as if I were to change the display name on a skeleton to 'George the Skeleton', it changes every instance of the display name on skeletons in the game to display 'George the Skeleton'.   
:Out of curiousity....Is this like a spell effect that will effect random characters?  Or is it something that will only effect a few specific individuals?  Because you could always create a "shadow world" containing a few copies to be brought out on command if that's the case, and then could just shuttle them back into the "shadow world" when done with them for the moment.
:Out of curiousity....Is this like a spell effect that will effect random characters?  Or is it something that will only effect a few specific individuals?  Because you could always create a "shadow world" containing a few copies to be brought out on command if that's the case, and then could just shuttle them back into the "shadow world" when done with them for the moment.
::[[User:DragoonWraith|<font face="Oblivion,Daedric" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 22:14, 6 July 2006 (EDT): Actually, the idea is that I'll automatically hit every NPC with a scripted spell that will check if they are any one of a list of IDs (namely, the list of every NPC in the game whose name is "Bandit" or "Guard" or whatever), and based on which ID they are, add a scripted ability to them which will randomly choose a name and apply it to them. This would be awesome, if [[SetActorFullName]] only affected references, but if it affects objects, I have a problem (namely, every Necromancer in the game will be "Kiriaden the Foul" or something, instead of all of them getting a unique name).
::Your tests show that ''either'' [[CreateFullActorCopy]] creates a new '''object''' ''or'' that [[SetActorFullName]] in fact only affects each '''reference''' (or both, which works just fine for me). Unfortunately for me, I suspect the former is true, which makes the latter less likely. More testing will have to be done. I'll have access to an Oblivion-capable computer soon... I hope.

Revision as of 21:14, 6 July 2006

Dragoon Wraith TALK 11:59, 22 June 2006 (EDT): Regarding update to Effect Shader at 7:40 June 22, 2006, which you marked a minor edit - that is not a minor edit. Please, only mark spelling/grammar fixes and formatting changes as minor. Any time you add or change the information in an article, that is a major change, and should not be marked as minor. Thank you.

Dragoon Wraith TALK 01:00, 4 July 2006 (EDT): Ah, don't worry about it, just letting you know.

Dragoon Wraith TALK 15:16, 6 July 2006 (EDT): Thanks for looking into CreateFullActorCopy and SetActorFullName. I'm wondering, you mentioned in my talk page that something contradicted what was in the article - which of the articles, and what was contradictory?

ShadowDancer 19:32, 6 July 2006 (EDT): In the SetActorFullName article it says "Note that while the function is called on a reference, it actually changes the name of the base object, so all instances of that NPC/creature will have a new name." Maybe I am misreading what its saying, but to me it reads as if I were to change the display name on a skeleton to 'George the Skeleton', it changes every instance of the display name on skeletons in the game to display 'George the Skeleton'.
Out of curiousity....Is this like a spell effect that will effect random characters? Or is it something that will only effect a few specific individuals? Because you could always create a "shadow world" containing a few copies to be brought out on command if that's the case, and then could just shuttle them back into the "shadow world" when done with them for the moment.
Dragoon Wraith TALK 22:14, 6 July 2006 (EDT): Actually, the idea is that I'll automatically hit every NPC with a scripted spell that will check if they are any one of a list of IDs (namely, the list of every NPC in the game whose name is "Bandit" or "Guard" or whatever), and based on which ID they are, add a scripted ability to them which will randomly choose a name and apply it to them. This would be awesome, if SetActorFullName only affected references, but if it affects objects, I have a problem (namely, every Necromancer in the game will be "Kiriaden the Foul" or something, instead of all of them getting a unique name).
Your tests show that either CreateFullActorCopy creates a new object or that SetActorFullName in fact only affects each reference (or both, which works just fine for me). Unfortunately for me, I suspect the former is true, which makes the latter less likely. More testing will have to be done. I'll have access to an Oblivion-capable computer soon... I hope.