Difference between revisions of "Talk:Activation Functions"
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imported>Haama (New page: "There appears to be some kind of recursion catch that stops calls working if the same script is called within the same frame more than ~4 times." Guidobot, is this only true for recursion...) |
imported>Guidobot (response) |
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Guidobot, is this only true for recursion? I've not had any problems so far with 100s of activations (and yes, I need them), so long as it's another script calling the activator, and not the activator calling itself. Are there special circumstances? | Guidobot, is this only true for recursion? I've not had any problems so far with 100s of activations (and yes, I need them), so long as it's another script calling the activator, and not the activator calling itself. Are there special circumstances? | ||
<br>--[[User:Haama|Haama]] 04:40, 12 July 2007 (EDT) | <br>--[[User:Haama|Haama]] 04:40, 12 July 2007 (EDT) | ||
: I assume that the limit is put there as a recursion catch but it is active no matter how the object script is called within the same frame, e.g. having multiple Activate/PlaceAtMe lines in a single script or in multiple scripts running in the same frame. This also applies to scripts on objects placed in the game. For example, when you have 4 or more scripted skeletons some will appear to freeze/lag. | |||
:--[[User:Guidobot|Guidobot]] 20:11, 9 September 2007 (EDT) |