Difference between revisions of "Talk:CreateFullActorCopy"
Jump to navigation
Jump to search
thank you for that testing
imported>ShadowDancer (Cut scene concept) |
imported>DragoonWraith (thank you for that testing) |
||
Line 30: | Line 30: | ||
</pre> | </pre> | ||
:Design decision I suppose. When the copy has to be independent from the base (which is a very good thing) You either need a flag that determines whether to use the base or not and check for this flag in each command that modifies the base, or you simply create a copy that isn't linked to the base. [[GetIsID]] tests for the ID of the base-object and when the base object isn't the same, the dialogue won't apply.--[[User:JOG|JOG]] 12:40, 6 July 2006 (EDT) | ::Design decision I suppose. When the copy has to be independent from the base (which is a very good thing) You either need a flag that determines whether to use the base or not and check for this flag in each command that modifies the base, or you simply create a copy that isn't linked to the base. [[GetIsID]] tests for the ID of the base-object and when the base object isn't the same, the dialogue won't apply.--[[User:JOG|JOG]] 12:40, 6 July 2006 (EDT) | ||
:::[[User:ShadowDancer|ShadowDancer]] 12:53, 6 July 2006 (EDT): Pretty much what I figured towards the end. Although then the question becomes why bother to make a way to copy an actor in the first place? Still, I hope that what I found out is of some use to [[User:DragoonWraith|<font face="Oblivion,Daedric" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]]. | |||
:: | ::::I'd say mainly for the Skull of Corruption. Also we now have the posibility to make scripted cutscenes that involve the player...--[[User:JOG|JOG]] 13:00, 6 July 2006 (EDT) | ||
::: | :::::[[User:ShadowDancer|ShadowDancer]] 13:15, 6 July 2006 (EDT): OK, I would say that that is a good point about the Skull of Corruption. I don't know much about cut scenes so that thought never occured to me, although now that you mention it, it makes perfect sense. In fact, I never really thought much on how to produce a cut scene. Hmmm... so that is where you would use a look command I imagine... Now I have something else to work on LOL! | ||
::::[[User: | ::::::[[User:DragoonWraith|<font face="Oblivion,Daedric" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 15:13, 6 July 2006 (EDT): Thanks guys for looking into that for me. I've been scripting without Oblivion for a few days, and I'd written a few thousand lines before I read that SetActorFullName effects the object instead of the reference, and I kind of paniced. Nice to know that I can work around it... though it'll be a major headache, now. Thank you very much. | ||
::::::The possibility for cutscenes is intriguing. Cool idea. |