Difference between revisions of "Talk:Disable"

826 bytes added ,  18:12, 28 July 2008
Testing result re spells + disable
imported>Omzy
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imported>Speedo
(Testing result re spells + disable)
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[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 21:37, 26 May 2007 (EDT): I think the line "do not depend on Disable to improve performance" is misleading. It does improve performance, by making one less thing for Oblivion to render. In many cases, the effect on performance of the graphics of an item is much greater than the effect of its script.
[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 21:37, 26 May 2007 (EDT): I think the line "do not depend on Disable to improve performance" is misleading. It does improve performance, by making one less thing for Oblivion to render. In many cases, the effect on performance of the graphics of an item is much greater than the effect of its script.
:I agree.  I've reworded the sentence to refer to savegame bloat. --[[User:Speedo|Speedo]] 19:12, 28 July 2008 (EDT)


I'm having a problem getting the collision of an object to turn off. Is it possible that the Disable command does not disable the collision of an activator? I'm sure I am right that the collision is not turning off since I have an invisible capsule around the player and when it is supposed to be disabled, i am still stuck inside. My code basically puts the capsule there, then disables it a few frames later. There shouldn't be any problem unless there is a problem with Disable. Any thoughts?--[[User:Omzy|Omzy]] 17:50, 1 June 2007 (EDT)
I'm having a problem getting the collision of an object to turn off. Is it possible that the Disable command does not disable the collision of an activator? I'm sure I am right that the collision is not turning off since I have an invisible capsule around the player and when it is supposed to be disabled, i am still stuck inside. My code basically puts the capsule there, then disables it a few frames later. There shouldn't be any problem unless there is a problem with Disable. Any thoughts?--[[User:Omzy|Omzy]] 17:50, 1 June 2007 (EDT)
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EDIT
EDIT
I've narrowed my problem down to something excruciatingly simple. I was wrong in assuming Disable was the problem, and now it is clear that Disable does deactivate collision on activators.--[[User:Omzy|Omzy]] 07:04, 2 June 2007 (EDT)
I've narrowed my problem down to something excruciatingly simple. I was wrong in assuming Disable was the problem, and now it is clear that Disable does deactivate collision on activators.--[[User:Omzy|Omzy]] 07:04, 2 June 2007 (EDT)
==Issues With Spells==
Per the discussion started in [http://www.bethsoft.com/bgsforums/index.php?showtopic=863636 this thread] regarding disabling an object in the ScriptEffectStart block, and its effect on later blocks - I've done some testing.  On a script which had a duration of 5 seconds and all three Start/Update/Finish blocks the results:
'''Spell cast on NPC'''
*NPC is disabled
*Update block runs for 3 frames
*Finish block runs
'''Spell cast on container or door'''
*Object is disabled
*Update block runs for 2 frames
*Finish block does not run
'''Spell cast on NPC sitting in chair'''
*The NPC is ''not'' disabled, spell script runs normally
--[[User:Speedo|Speedo]] 19:12, 28 July 2008 (EDT)
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