Difference between revisions of "Talk:Message Spam"
imported>Guidobot (New page: ~~~~ My part of this article is old now and needs some TLC. I've been using the over-buffering trick for some time but I find it is best to do: Message " " 1 Message " " 1 Message "...) |
imported>Haama (Reorganization?) |
||
Line 7: | Line 7: | ||
To avoid unequip msg spam you can bump an item out using a token, in combo with the msg over-buffering above. E.g. a helmet that is marked unplayable that you force equip on the player will unequip another helmet. | To avoid unequip msg spam you can bump an item out using a token, in combo with the msg over-buffering above. E.g. a helmet that is marked unplayable that you force equip on the player will unequip another helmet. | ||
==Reorganization== | |||
Hey Guido, I was thinking of reorganizing the article a bit (or both of us, whichever). Wrye is right that the message short circuiting/over buffering technique is easier, but it has two flaws with it. I was thinking of making it into a kind-of, 'if-else' type heirarchy, like this: | |||
#Adding Item(s) | |||
#*For this, also, I would suggest changing to an easier method - namely adding the items to a remote NPC and then using '''''RemoveNPC.RemoveAllItems player''''' | |||
#Removing Items | |||
#*It's not clear from your article, but would something like | |||
<pre>set pRefVar to (player.Drop SomeItem 1) | |||
RemoteTrashNPC.Activate pRefVar | |||
RemoteTrashNPC.RemoveAllItems | |||
...repeated for each item of the stack, umm... with recursive result scripts? or would OBSE looping be required</pre> | |||
#*If that doesn't work, then it one can at least force items created by your own mod to use RemoveMe once a certain variable has been set (did you mention that here or somewhere else?) | |||
#Message Short Circuiting for everything else (EquipItem/UnEquipItem/AddSpell/RemoveSpell) | |||
#Link to theories on message over buffering, in case someone wants to try to make an OBSE function - different methods of causing it, etc. | |||
<br>--[[User:Haama|Haama]] 15:36, 20 July 2007 (EDT) |
Revision as of 14:36, 20 July 2007
Guidobot 00:31, 2 July 2007 (EDT) My part of this article is old now and needs some TLC. I've been using the over-buffering trick for some time but I find it is best to do:
Message " " 1 Message " " 1 Message " " 1
which helps the messaging system return asap. I've also found using just two messages unreliable. The remainder of my article shows how to avoid using msg buffereing altogether my moving some things indirectly in and out of inventories, etc.
To avoid unequip msg spam you can bump an item out using a token, in combo with the msg over-buffering above. E.g. a helmet that is marked unplayable that you force equip on the player will unequip another helmet.
Reorganization
Hey Guido, I was thinking of reorganizing the article a bit (or both of us, whichever). Wrye is right that the message short circuiting/over buffering technique is easier, but it has two flaws with it. I was thinking of making it into a kind-of, 'if-else' type heirarchy, like this:
- Adding Item(s)
- For this, also, I would suggest changing to an easier method - namely adding the items to a remote NPC and then using RemoveNPC.RemoveAllItems player
- Removing Items
- It's not clear from your article, but would something like
set pRefVar to (player.Drop SomeItem 1) RemoteTrashNPC.Activate pRefVar RemoteTrashNPC.RemoveAllItems ...repeated for each item of the stack, umm... with recursive result scripts? or would OBSE looping be required
- If that doesn't work, then it one can at least force items created by your own mod to use RemoveMe once a certain variable has been set (did you mention that here or somewhere else?)
- Message Short Circuiting for everything else (EquipItem/UnEquipItem/AddSpell/RemoveSpell)
- Link to theories on message over buffering, in case someone wants to try to make an OBSE function - different methods of causing it, etc.
--Haama 15:36, 20 July 2007 (EDT)