Difference between revisions of "Talk:CreateFullActorCopy"
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two comments of tests on clones
imported>HawkFest |
imported>Scanner m (two comments of tests on clones) |
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:[[User:ShadowDancer|ShadowDancer]] 10:32, 6 July 2006 (EDT): Well short of writing a script that goes through all of the factions and does a [[GetInFaction]] & [[GetFactionRank]]/[[SetFactionRank]] on the CreateActorFullCopy I can't think of an easy way to do it. Interestingly enough, while the CreateFullActorCopy may not have AI Packages, they do have the combat packages and spells hardcoded into the specified actor. Leaving out that one tab on the actor is a bit odd if you ask me, though I suppose it had to do with what they thought they were doing when they made the game. If you need the dialogue, I haven't a clue as to how you would add that onto a copy since I don't see how you could find out the packages that the actor originally had. | :[[User:ShadowDancer|ShadowDancer]] 10:32, 6 July 2006 (EDT): Well short of writing a script that goes through all of the factions and does a [[GetInFaction]] & [[GetFactionRank]]/[[SetFactionRank]] on the CreateActorFullCopy I can't think of an easy way to do it. Interestingly enough, while the CreateFullActorCopy may not have AI Packages, they do have the combat packages and spells hardcoded into the specified actor. Leaving out that one tab on the actor is a bit odd if you ask me, though I suppose it had to do with what they thought they were doing when they made the game. If you need the dialogue, I haven't a clue as to how you would add that onto a copy since I don't see how you could find out the packages that the actor originally had. | ||
::'''Note''' - I have to add the following fact for just having tested it: I used CreateFullActorCopy on my own PC, then engaged into combat. After killing that copy, a message told me that I was thrown out of the Thieves and Mages guild as I killed a "guild brother". '''In conclusion: it seems that faction parameters are also copied'''. --[[User:HawkFest|HawkFest]] 23:19, 8 October 2007 (EDT) | ::'''Note''' - I have to add the following fact for just having tested it: I used CreateFullActorCopy on my own PC, then engaged into combat. After killing that copy, a message told me that I was thrown out of the Thieves and Mages guild as I killed a "guild brother". '''In conclusion: it seems that faction parameters are also copied'''. --[[User:HawkFest|HawkFest]] 23:19, 8 October 2007 (EDT) | ||
:::The faction+factionranks get copied indeed. After a running around a while I checked the clone again and the faction rank was -1. This is '''strange''' because factions are considered to last on the target. Maybe this is the reason why at first it looks like factions and ranks don't get copied. (Tested this with casting a faction on the original and reading the faction with a spell from the clone - immediate result showed clone had rank, later clone had rank -1) --[[User:Scanner|Scanner]] 15:00, 9 October 2007 (EDT) | |||
:Additionally, as long as you get a reference variable to the copy, you can pretty much do whatever to the copy without affecting the original from what I found by experimentation with this. Changing the name doesnt affect the base copy or the original in the game from what I have seen (I created an activator to duplicate an NPC reference though). Mileage might vary in a spell script since scripts sometimes have odd effects for no apparent reason. I did a [[SetActorFullName]] and a [[RemoveAllItems]] on the copy with no effects on the original in the same room. It essentially creates a new reference to the base object minus the dialogue and AI functions from what I can tell. I still have no idea why it wipes those other than possible questing conflicts that the dialogue may cause when talking to two copies of the same actor. | :Additionally, as long as you get a reference variable to the copy, you can pretty much do whatever to the copy without affecting the original from what I found by experimentation with this. Changing the name doesnt affect the base copy or the original in the game from what I have seen (I created an activator to duplicate an NPC reference though). Mileage might vary in a spell script since scripts sometimes have odd effects for no apparent reason. I did a [[SetActorFullName]] and a [[RemoveAllItems]] on the copy with no effects on the original in the same room. It essentially creates a new reference to the base object minus the dialogue and AI functions from what I can tell. I still have no idea why it wipes those other than possible questing conflicts that the dialogue may cause when talking to two copies of the same actor. | ||
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:I've tested SetLevel and SetAV on FullActorCopies against original actors and found out it wouldn't affect the original (although it should). So I assume a FullActorCopy has its own ObjectID and is persistent until you delete it. Moreover the FullActorCopy holds the true values for level, class, attributes and skills. Just don't try to use DuplicateNPCStats to get attributes and skills back. You'll have to copy them back step by step. --[[User:Scanner|Scanner]] 07:22, 8 October 2007 (EDT) | :I've tested SetLevel and SetAV on FullActorCopies against original actors and found out it wouldn't affect the original (although it should). So I assume a FullActorCopy has its own ObjectID and is persistent until you delete it. Moreover the FullActorCopy holds the true values for level, class, attributes and skills. Just don't try to use DuplicateNPCStats to get attributes and skills back. You'll have to copy them back step by step. --[[User:Scanner|Scanner]] 07:22, 8 October 2007 (EDT) | ||
:Another test reveals that Essential Flags get copied too. Using SetEssential Tests on a few actors and clones reveals that the BaseActorID of the clones ist just one below the 1st-Clone's RefID. (SetEssential worked perfectly with this addressing scheme - although not tested massively) --[[User:Scanner|Scanner]] 15:00, 9 October 2007 (EDT) | |||
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