Difference between revisions of "Talk:CreateFullActorCopy"

640 bytes added ,  14:13, 6 July 2006
thank you for that testing
imported>ShadowDancer
(Cut scene concept)
imported>DragoonWraith
(thank you for that testing)
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:Design decision I suppose. When the copy has to be independent from the base (which is a very good thing) You either need a flag that determines whether to use the base or not and check for this flag in each command that modifies the base, or you simply create a copy that isn't linked to the base. [[GetIsID]] tests for the ID of the base-object and when the base object isn't the same, the dialogue won't apply.--[[User:JOG|JOG]] 12:40, 6 July 2006 (EDT)
::Design decision I suppose. When the copy has to be independent from the base (which is a very good thing) You either need a flag that determines whether to use the base or not and check for this flag in each command that modifies the base, or you simply create a copy that isn't linked to the base. [[GetIsID]] tests for the ID of the base-object and when the base object isn't the same, the dialogue won't apply.--[[User:JOG|JOG]] 12:40, 6 July 2006 (EDT)


:::[[User:ShadowDancer|ShadowDancer]] 12:53, 6 July 2006 (EDT): Pretty much what I figured towards the end.  Although then the question becomes why bother to make a way to copy an actor in the first place?  Still, I hope that what I found out is of some use to [[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>]].


::[[User:ShadowDancer|ShadowDancer]] 12:53, 6 July 2006 (EDT): Pretty much what I figured towards the end. Although then the question becomes why bother to make a way to copy an actor in the first place?  Still, I hope that what I found out is of some use to [[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>]].
::::I'd say mainly for the Skull of Corruption. Also we now have the posibility to make scripted cutscenes that involve the player...--[[User:JOG|JOG]] 13:00, 6 July 2006 (EDT)


:::I'd say mainly for the Skull of Corruption. Also we now have the posibility to make scripted cutscenes that involve the player...--[[User:JOG|JOG]] 13:00, 6 July 2006 (EDT)
:::::[[User:ShadowDancer|ShadowDancer]] 13:15, 6 July 2006 (EDT): OK, I would say that that is a good point about the Skull of Corruption.  I don't know much about cut scenes so that thought never occured to me, although now that you mention it, it makes perfect sense.  In fact, I never really thought much on how to produce a cut scene.  Hmmm... so that is where you would use a look command I imagine...  Now I have something else to work on LOL!


::::[[User:ShadowDancer|ShadowDancer]] 13:15, 6 July 2006 (EDT): OK, I would say that that is a good point about the Skull of Corruption. I don't know much about cut scenes so that thought never occured to me, although now that you mention it, it makes perfect sense. In fact, I never really thought much on how to produce a cut scene. Hmmm... so that is where you would use a look command I imagine... Now I have something else to work on LOL!
::::::[[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>]] 15:13, 6 July 2006 (EDT): Thanks guys for looking into that for me. I've been scripting without Oblivion for a few days, and I'd written a few thousand lines before I read that SetActorFullName effects the object instead of the reference, and I kind of paniced. Nice to know that I can work around it... though it'll be a major headache, now. Thank you very much.
 
::::::The possibility for cutscenes is intriguing. Cool idea.