Difference between revisions of "Talk:MessageBox Tutorial"
why would you use anything BUT an activator? Performance is almost never a concern with script
imported>Haama (Notes on spell edits and questions) |
imported>DragoonWraith (why would you use anything BUT an activator? Performance is almost never a concern with script) |
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:--[[User:Haama|Haama]] 10:30, 25 August 2007 (EDT) | :--[[User:Haama|Haama]] 10:30, 25 August 2007 (EDT) | ||
::I will admit that I haven't really been following this - after DangerSense, I ''really'' don't ever want to touch a menu system again. ShadowDancer, you mentioned early on that the script seems overly complicated - that's because ''it is'', but it's not haama's fault, it's Bethesda's. MessageBox is a very poor way to make menus, but it's all we have. | |||
::Anyway, regarding performance. I run about 130 mods, and a lot of them are script heavy (Supreme Magicka, Locational Damage, Deadly Reflexes, Sudden Violence, Multitude of Magecraft, Lost Telvanni Codex, Midas Magic, etc etc), and I have never seen ''any'' impact from scripts. I have a reasonably strong computer, but I really mean '''no''' effect from scripts. Oblivion's script processing is, in my opinion, rather efficient. Graphical mods (texture replacers), things that add a lot of NPCs in one place, things with lots of physics going, those are the things that slow down Oblivion. If you think about it, every NPC in the game is running code ''far'' more complicated than any script, even with the dumbed down Radiant AI, and you often have a dozen or more NPCs in a city at once. I think you would have to be ''trying'' to compete with that with script. I have seen people do tests of this, by the way - spawning a bunch of scripted objects around the player, all running scripts - and it was unnoticable. | |||
::As for spells for MessageBox menus, I think that sounds like a terrible idea. Same with tokens. I used a Quest for DangerSense, but now that we know about the variable resetting, I think Activators are the only way to go. Tokens are just unnecessary (the whole point of a token is to run the script on every actor, but only the player can interact with MessageBoxes - why one earth would it be on a token? Spells are pretty much the same in this regard, but they also add the major headache of a time limit. I think really that we should strongly recommend that people use activators for this. | |||
::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 10:50, 25 August 2007 (EDT) |