Difference between revisions of "Summon Object"

1 byte added ,  00:40, 1 May 2009
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imported>Wrye
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imported>Tekuromoto
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* Moving a displayed object fails to update its collision data (notably required for getting activation cursors to work correctly). You can fix this by disabling the object and the re-enabling it.
* Moving a displayed object fails to update its collision data (notably required for getting activation cursors to work correctly). You can fix this by disabling the object and the re-enabling it.
* However, if you move, disable and then re-enable, the object will appear briefly at the player and then reappear at new position. Instead, you should disable, move and then re-enable. And there should be a time gap of a frame or two before enabling and disabling.
* However, if you move, disable and then re-enable, the object will appear briefly at the player and then reappear at new position. Instead, you should disable, move and then re-enable. And there should be a time gap of a frame or two before enabling and disabling.
* The original ref has to be placed and set to permanent somewhere. If you want the original to be unfindable, a simple thing to do is place it in the Aleswell dummy cell.
* The original ref has to be placed and set to persistent somewhere. If you want the original to be unfindable, a simple thing to do is place it in the Aleswell dummy cell.


So here's a chunk of code that does this for Wrye's [http://wrye.ufrealms.net/Summon%20Bed.html Summon Bed] mod. (Some irrelevant code trimmed for the purpose of clarity.)
So here's a chunk of code that does this for Wrye's [http://wrye.ufrealms.net/Summon%20Bed.html Summon Bed] mod. (Some irrelevant code trimmed for the purpose of clarity.)
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