Difference between revisions of "Talk:Global Scripts"

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866 bytes added ,  17:10, 19 October 2006
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imported>Reflection
imported>JT
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Strange.  I'll do some stress testing.  Maybe I'll be able to work out a good synopsis for your codemonkeys. ;-) --[[User:JT|JT]] 18:18, 25 March 2006 (EST)
Strange.  I'll do some stress testing.  Maybe I'll be able to work out a good synopsis for your codemonkeys. ;-) --[[User:JT|JT]] 18:18, 25 March 2006 (EST)


--[[User:Reflection|Reflection]] 01:08, 19 October 2006 (EDT)
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Quest scripts are not always running!
Quest scripts are not always running!
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Thanks
Thanks
--[[User:Reflection|Reflection]] 01:08, 19 October 2006 (EDT)
: Sure they are.  The problem you're having there -- I'm assuming -- is that you're using the [[GameMode]] [[:Category:Blocktypes|block type]] like in the example.  If you want your script to execute when the menus are open, you need to use the [[MenuMode]] blocktype instead.
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: One of the issues with Oblivion modding is that there is no real way to have a single block which executes regardless of whether the menu is open or not, however, so if you want the same code to execute while the menu is open as well as when the game is in progress as well, you'll have to copy-and-paste it into the MenuMode block too.
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: Most of the time, there's no need to run the GameMode code in the MenuMode block because when you're in MenuMode, there's no passage of time and thus no real need to affect the game world. --[[User:JT|JT]] 18:10, 19 October 2006 (EDT)
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