Difference between revisions of "Talk:Activation Functions"
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Notes on multiple activations
imported>Guidobot (response) |
imported>Haama (Notes on multiple activations) |
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:--[[User:Guidobot|Guidobot]] 20:11, 9 September 2007 (EDT) | :--[[User:Guidobot|Guidobot]] 20:11, 9 September 2007 (EDT) | ||
::I've done a bit more testing since then (see [[Activate]]), and as far as I can tell it's only true of recursion (not sure about the skeleton thing, though). One of my mods, Inventory Tracker, activates a single activator 1000 times a frame without any problems (reported, or in tests). The recursion limit also seems to be limited to the onActivate block, as I've run over 250 quest result scripts from within each other (again, see Inventory Tracker). I've also done some tests with mixes of result scripts and onActivate blocks, and 'SomeObject.Activate player, 1' won't run if and only if there are 3-4 other onActivate blocks running at the time (not, in the same frame). I'd have to dig those tests up, though. | |||
::--[[User:Haama|Haama]] 18:34, 10 September 2007 (EDT) |