Difference between revisions of "Talk:Unplayable Items"
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Anyways, on a sidenote, I recall seeing the script that GuidoBot removed above, and remember using it in one of my private mod too, and it works. However, when used in succession for too many times (in my experience twice) can cause the game to freeze up combat keys (block, attack, cast) and crash when trying to load. One way to solve it is to delay the time between two "reference.activate" functions are executed; either by placing the other "reference.activate" function somewhere else in the script and use another condition to fire it (such as doonce, etc), or try to put some other script to fire before executing the next "reference.activate" function (haven't tried one of these, can't remember which, sorry). Just so you know, GuidoBot *wink* [[User:Reinhartmenken|Reinhartmenken]] 01:03, 7 November 2006 (EST) | Anyways, on a sidenote, I recall seeing the script that GuidoBot removed above, and remember using it in one of my private mod too, and it works. However, when used in succession for too many times (in my experience twice) can cause the game to freeze up combat keys (block, attack, cast) and crash when trying to load. One way to solve it is to delay the time between two "reference.activate" functions are executed; either by placing the other "reference.activate" function somewhere else in the script and use another condition to fire it (such as doonce, etc), or try to put some other script to fire before executing the next "reference.activate" function (haven't tried one of these, can't remember which, sorry). Just so you know, GuidoBot *wink* [[User:Reinhartmenken|Reinhartmenken]] 01:03, 7 November 2006 (EST) | ||
:Thanks for the info. I believe this came from my early version before I was using a shadow to do much of the work. Looking back I doubted it because you are not supposed to be able to place unplayable items in the 3D world. The script above would now be the simplest way to add a token to the player w/o msg spam. It would also imply that tokens were yet another, and in fact the easiest, way to place invisible 'activators' in game. If you could verify these details it would make for an excellent additional comment to the article. [[User:GuidoBot|GuidoBot]] 18:05, 15 November 2006 (EST) | |||
Actually, I dont think the original notion of scripted tokens was that big of a deal since really they aren't much different from adding any scripted item to an actor. All you are doing is preventing it being seen in an inventory and, unless you use something like a 0-value ring, you still have to take steps to ensure it is not equipped. My initial interest started in a thread discussing the issues using ability-spells to add scripts to actors. I think the original term 'token' actually reflected adding (a number of) non-scripted items as a means to flag an actor. With respect to my knowledge I doubt anyone has had as much experience with using these to script the player as myself, at least not at the time of writing. Here they also have uses that are more related to being unplayable. For example, I have a pair of gloves that requires equipping of an unplayable shield to ensure I get an equipped message rather than an unequipped message. However, I'm sure now plenty of people have there own experiences and hopefully they will contribute to the article. [[User:GuidoBot|GuidoBot]] 18:05, 15 November 2006 (EST) |