Category:Scripting

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Revision as of 19:37, 13 September 2007 by imported>Scanner (link to troubleshooting added (needs more attraction))
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You've probably noticed that all objects have a field in them for a script. Scripts are small pieces of code that can be placed inside of objects that allows them to perform special actions.

Scripts can be divided into two broad categories: reference scripts and non-reference scripts. As you may have guessed, reference scripts are scripts that run on References, Item scripts, and dialogue results. Reference scripts can use reference functions without specifying the reference that the function runs on: it is implicit that these functions will run on the reference the script is attached to. Non-reference scripts (quest scripts, quest stage results) must specify the reference when using reference functions.

Another way to categorize scripts is into named scripts and result scripts. Named scripts are full scripts that can be attached to objects, quests, or magic effects, and can use variables and begin/end blocks. Result scripts are script fragments that are attached to dialogue or quest stages.

When and how often scripts are processed depends on what the script is attached to: scripts on objects are generally only processed when the player is nearby; quest scripts are processed continuously, if the quest is running.

The engine is not without errors, so you should keep an eye on Troubleshooting