Difference between revisions of "Talk:Activate"

93 bytes removed ,  15:37, 13 April 2006
Follow on Activate Questions
imported>Tegid
imported>Tegid
(Follow on Activate Questions)
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* Object scripts only run if the object is in the currently loaded area -- where the player is. So calling Activate on something that isn't loaded will set the flag for that action, but won't actually trigger the script (it will trigger the next time the object's script is run). NPC scripts (on persistent NPCs) do run when they're not loaded, but only when their AI is updated, which can happen as infrequently as every 15 game minutes.
* Object scripts only run if the object is in the currently loaded area -- where the player is. So calling Activate on something that isn't loaded will set the flag for that action, but won't actually trigger the script (it will trigger the next time the object's script is run). NPC scripts (on persistent NPCs) do run when they're not loaded, but only when their AI is updated, which can happen as infrequently as every 15 game minutes.


:--[[User:Tegid|Tegid]] 15:13, 12 April 2006 (EDT) So first question.  That reset happens when the OnActivate block starts or stops?  (So if I send another activate before it is finished with its block, will it be cleared when its block ends and therefore never happen?) Second, as long as I've used PlaceAtMe to create this object, the second section shouldn't apply correct? If this is working how I think it is from your description, I could work around it using a GameMode block and a flag.
 
:--[[User:Tegid|Tegid]] 15:13, 12 April 2006 (EDT) So three questions.   
* That reset happens when the OnActivate block starts or stops?  (So if I send another activate before it is finished with its block, will it be cleared when its block ends and therefore never happen?)
* As long as I've used PlaceAtMe to create this object, the second section shouldn't apply correct?
* Are script blocks atomic?
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