Difference between revisions of "Talk:Activation Functions"

467 bytes added ,  19:11, 9 September 2007
response
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
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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)
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