Difference between revisions of "Talk:Global Scripts"
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I've found activators to be much more powerful global scripts (all function-like and squishy... I mean, all function-like). There should at least be a link or something mentioning them too (well, there is some, but it talks about them locally). And again, cut out the Creation sections like [[Creating a New Cell]].--[[User:Haama|Haama]] 00:44, 21 March 2008 (EDT) | I've found activators to be much more powerful global scripts (all function-like and squishy... I mean, all function-like). There should at least be a link or something mentioning them too (well, there is some, but it talks about them locally). And again, cut out the Creation sections like [[Creating a New Cell]].--[[User:Haama|Haama]] 00:44, 21 March 2008 (EDT) | ||
==Quest condition or CTD?== | |||
--[[User:Kkuhlmann|Kkuhlmann]] 20:27, 24 March 2006 (EST) | --[[User:Kkuhlmann|Kkuhlmann]] 20:27, 24 March 2006 (EST) | ||
Removed section about having to add a condition to a quest or the game will crash. Not true. There are plenty of quests without any conditions. If the game is crashing, it must be for some other reason (perhaps something in the script itself). | Removed section about having to add a condition to a quest or the game will crash. Not true. There are plenty of quests without any conditions. If the game is crashing, it must be for some other reason (perhaps something in the script itself). | ||
-- | :Probably right. The Player.GetIsRace function might be failing before the game is successfully initiated or loaded. At the very least, adding that particular condition to my own plugin forces the player to be playing a valid race before the game is loaded. --[[User:JT|JT]] 21:36, 24 March 2006 (EST) | ||
:The script, for reference: | |||
The script, for reference: | |||
<pre>scriptname JTKhNightEyeScript | <pre>scriptname JTKhNightEyeScript | ||
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end GameMode</pre> | end GameMode</pre> | ||
--[[User:Kkuhlmann|Kkuhlmann]] 06:51, 25 March 2006 (EST) | ::--[[User:Kkuhlmann|Kkuhlmann]] 06:51, 25 March 2006 (EST) | ||
Quest conditions only apply to the quest's dialogue, and since your quest doesn't involve dialogue, having a condition or not shouldn't have any impact. _Shouldn't_... obviously something strange is going on though. | ::Quest conditions only apply to the quest's dialogue, and since your quest doesn't involve dialogue, having a condition or not shouldn't have any impact. _Shouldn't_... obviously something strange is going on though. | ||
:::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) | |||
==When do quest scripts run?== | |||
Quest scripts are not always running! | Quest scripts are not always running! | ||
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:::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) | ::::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) | ||
==Variable consistency when loading== | |||
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) | ||