Difference between revisions of "Talk:IsPlayerMovingIntoNewSpace"
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mentioning the related OnLoad problem
imported>DragoonWraith (alright, how exactly would I do that?) |
imported>Nezroy (mentioning the related OnLoad problem) |
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::::OK, (far) more complicated than I wanted, but conceivable... you could use [[GetInSameCell]] with that. Definitely would have preferred to keep the activator in the script (i.e. set refVar to PlaceAtMe activator 1 0 0, refVar.Cast spell player, refVar.disable), now I have to actually script the activator to check if it's in the same cell as the player, no? Or do I just have to check the Persistant box? I'm not too familiar with the distinction between normal and Persistant references. --[[User:DragoonWraith|DragoonWraith]] 01:10, 23 May 2006 (EDT) | ::::OK, (far) more complicated than I wanted, but conceivable... you could use [[GetInSameCell]] with that. Definitely would have preferred to keep the activator in the script (i.e. set refVar to PlaceAtMe activator 1 0 0, refVar.Cast spell player, refVar.disable), now I have to actually script the activator to check if it's in the same cell as the player, no? Or do I just have to check the Persistant box? I'm not too familiar with the distinction between normal and Persistant references. --[[User:DragoonWraith|DragoonWraith]] 01:10, 23 May 2006 (EDT) | ||
:::::Check out the [[Talk:OnLoad|OnLoad commentary]] and the thread linked therein for a similar problem. Our solution there is to have a running quest script that increments a global counter that serves as a reference. Other objects can check the counter against internal copies to see if they haven't run their gamemode block in a while, which indicates they weren't in the player's cell. Anyhow, it may not be the best way to solve your problem, but it's another way of looking at it. -- [[User:Nezroy|Nezroy]] 11:09, 23 May 2006 (EDT) |