User talk:ShadowDancer
Revision as of 21:41, 6 July 2006 by imported>ShadowDancer (SetActorFullName on xxxRef variable?)
Dragoon Wraith TALK 11:59, 22 June 2006 (EDT): Regarding update to Effect Shader at 7:40 June 22, 2006, which you marked a minor edit - that is not a minor edit. Please, only mark spelling/grammar fixes and formatting changes as minor. Any time you add or change the information in an article, that is a major change, and should not be marked as minor. Thank you.
- Dragoon Wraith TALK 01:00, 4 July 2006 (EDT): Ah, don't worry about it, just letting you know.
Dragoon Wraith TALK 15:16, 6 July 2006 (EDT): Thanks for looking into CreateFullActorCopy and SetActorFullName. I'm wondering, you mentioned in my talk page that something contradicted what was in the article - which of the articles, and what was contradictory?
- ShadowDancer 19:32, 6 July 2006 (EDT): In the SetActorFullName article it says "Note that while the function is called on a reference, it actually changes the name of the base object, so all instances of that NPC/creature will have a new name." Maybe I am misreading what its saying, but to me it reads as if I were to change the display name on a skeleton to 'George the Skeleton', it changes every instance of the display name on skeletons in the game to display 'George the Skeleton'.
- Out of curiousity....Is this like a spell effect that will effect random characters? Or is it something that will only effect a few specific individuals? Because you could always create a "shadow world" containing a few copies to be brought out on command if that's the case, and then could just shuttle them back into the "shadow world" when done with them for the moment.
- Dragoon Wraith TALK 22:14, 6 July 2006 (EDT): Actually, the idea is that I'll automatically hit every NPC with a scripted spell that will check if they are any one of a list of IDs (namely, the list of every NPC in the game whose name is "Bandit" or "Guard" or whatever), and based on which ID they are, add a scripted ability to them which will randomly choose a name and apply it to them. This would be awesome, if SetActorFullName only affected references, but if it affects objects, I have a problem (namely, every Necromancer in the game will be "Kiriaden the Foul" or something, instead of all of them getting a unique name).
- Your tests show that either CreateFullActorCopy creates a new object or that SetActorFullName in fact only affects each reference (or both, which works just fine for me). Unfortunately for me, I suspect the former is true, which makes the latter less likely. More testing will have to be done. I'll have access to an Oblivion-capable computer soon... I hope.
- ShadowDancer 22:41, 6 July 2006 (EDT): Ah I see what you are saying. I think it will depend on how you hit each NPC. If you can check the xxxRef of the NPC, I think you can do a SetActorFullName without to much trouble (aside from hitting all the correct NPCs). Now that I am thinking about it, I wonder if maybe the name change for all objects is due to trying to do a name change on the base model NPC/creature??? I will have to see about it when I get home tonight and have access to Oblivion.