Difference between revisions of "Removing "Placeatme Objects""
Jump to navigation
Jump to search
update of old text
imported>Elder m |
imported>GuidoBot (update of old text) |
||
Line 2: | Line 2: | ||
This | This describes how to remove objects created by the PlaceAtMe command, given that the Disable method is now known to only hide objects in their 3D state. (It does not seem to hide them if they are in your inventory. | ||
In the first example it is assumed that your placer item is | |||
In the first example it is assumed that your placer item is an inventory item put down, for whatever reason, and then later deleted ''within the same frame''. | |||
Example #1: effect in external script (not on PlaceAtMe object) | Example #1: effect in external script (not on PlaceAtMe object) | ||
scn MyScript | |||
ref placerRef | |||
Begin GameMode ; or other | |||
; destruction - after in inventory | |||
if placerRef | |||
if GetContainer == player | |||
placerRef.RemoveMe | |||
endif | |||
Return | |||
endif | |||
; creation | ; creation | ||
set placerRef to player.PlaceAtMe MyPlacer 1 50 0 | set placerRef to player.PlaceAtMe MyPlacer 1 50 0 | ||
; ... | |||
; destruction | ; ... more code here | ||
; destruction - put into player inventory | |||
placerRef.Activate player | placerRef.Activate player | ||
End | |||
If you | Note: If you supply a container/actor argument to [b]RemoveMe[/b] it may work but any attached script will be lost. It seems some operations take a frame or two to work, especially those that attach one object to another. (Removing a script from an object could be useful.) | ||
Line 71: | Line 86: | ||
With all these examples you are well advised to experiment to see what works for you. It's possible that longer scripts may need some extra work, especially if you are using stackable items. | With all these examples you are well advised to experiment to see what works for you. It's possible that longer scripts may need some extra work, especially if you are using stackable items. | ||
Ok, what I forgot to mention is the message spam you get when you get when the player picks this item up. To avoid this you can use a ''shadow'' (disabled persistant actor at player location) to pick up the item instead of the player. | |||
Line 86: | Line 104: | ||
a) copy/create the base actor model that you wish to employ and/or a persistant reference copy in a hidden room. | a) copy/create the base actor model that you wish to employ and/or a persistant reference copy in a hidden room. | ||
b) set critterRef to MyCritter.CreateFullActorCopy | b) set critterRef to MyCritter.CreateFullActorCopy ; takes several frames | ||
c) critterRef.MoveTo player 50 50 0 | c) critterRef.MoveTo player 50 50 0 ; immediate but only logical position | ||
d) critterRef.DeleteFullActorCopy | d) critterRef.DeleteFullActorCopy ; when done | ||
[[category: Useful_Code]] | [[category: Useful_Code]] |