Difference between revisions of "Talk:Global Scripts"

Jump to navigation Jump to search
223 bytes added ,  23:52, 19 October 2006
no edit summary
imported>Scruggs
imported>Reflection
Line 67: Line 67:
::[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 18:57, 19 October 2006 (EDT): This was an issue for me from when I first saw this Wiki (i.e. before Oblivion was even released), and as soon as I had the CS I tried writing a script that read "Begin GameMode || MenuMode" and it compiled without a complaint. I've never had a need for this, so I've never tested it... Might be worth checking.
::[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=2>D</font>ragoon <font face="Oblivion,Daedric Runes" size=2>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 18:57, 19 October 2006 (EDT): This was an issue for me from when I first saw this Wiki (i.e. before Oblivion was even released), and as soon as I had the CS I tried writing a script that read "Begin GameMode || MenuMode" and it compiled without a complaint. I've never had a need for this, so I've never tested it... Might be worth checking.
:::I think this is just another example of a less-than-perfect compiler and not additional functionality. See http://cs.elderscrolls.com/constwiki/index.php/Talk:Scripting_Tutorial:_My_Second_Script. [[User:GuidoBot|GuidoBot]] 19:37, 19 October 2006 (EDT)
:::I think this is just another example of a less-than-perfect compiler and not additional functionality. See http://cs.elderscrolls.com/constwiki/index.php/Talk:Scripting_Tutorial:_My_Second_Script. [[User:GuidoBot|GuidoBot]] 19:37, 19 October 2006 (EDT)
 
::::Thanks.  I assumed GameMode was just a general 'code wrapper', like main in C.  Silly me.  Of course my code now crashes Oblivion, but thats another problem. --[[User:Reflection|Reflection]] 00:52, 20 October 2006 (EDT)
----
----
New topic: When restoring a game using Quickload (or load of Quicksave) it seems many things with more complicated scripts to not reload their global variables correctly. If you restart OB and load however all will seem fine for the same save game. This could be more general but I've experienced it will MODs just using justing quest scripts. Does anyone have any more input on this? Is it because the quest is resetting in some way, in which case can it be avoided/detected? The fact you can reload after restarting OB suggests this is truely a bug in OB. [[User:GuidoBot|GuidoBot]] 18:19, 19 October 2006 (EDT)
New topic: When restoring a game using Quickload (or load of Quicksave) it seems many things with more complicated scripts to not reload their global variables correctly. If you restart OB and load however all will seem fine for the same save game. This could be more general but I've experienced it will MODs just using justing quest scripts. Does anyone have any more input on this? Is it because the quest is resetting in some way, in which case can it be avoided/detected? The fact you can reload after restarting OB suggests this is truely a bug in OB. [[User:GuidoBot|GuidoBot]] 18:19, 19 October 2006 (EDT)


:Not really anything to do with how complicated the script is; OB just does a sloppy job of cleaning up data when reloading a savegame. I've noticed it mainly with variables in quest scripts, like you mentioned. There are also issues when loading a savegame from within the same cell, like objects that were altered during the current game not being restored to the state in which they were saved. O.o Looks like the devs may have chosen faster load times over stability. [[User:Scruggs|Scruggs]] 20:10, 19 October 2006 (EDT)
:Not really anything to do with how complicated the script is; OB just does a sloppy job of cleaning up data when reloading a savegame. I've noticed it mainly with variables in quest scripts, like you mentioned. There are also issues when loading a savegame from within the same cell, like objects that were altered during the current game not being restored to the state in which they were saved. O.o Looks like the devs may have chosen faster load times over stability. [[User:Scruggs|Scruggs]] 20:10, 19 October 2006 (EDT)
Anonymous user

Navigation menu