Difference between revisions of "Talk:MessageBox Tutorial"

Jump to navigation Jump to search
2,109 bytes added ,  00:41, 25 August 2007
oO
imported>ShadowDancer
(GameMode blocks vs. spell scripts)
imported>Haama
(oO)
Line 15: Line 15:
::I can agree that an activator can be superior in certain instances. However, there is one major problem with activators that does not show up in spell scripts - Numerous [[GameMode]] blocks. In my opinion, it would be easier to write a spell script, and have the activator cast it in some instances, in order to reduce the number of '''GameMode''' blocks that are constantly running. In a larger mod (or in multiple mods), this could cause slow down if there are enough '''GameMode''' blocks running, even with '''Return''' statements (although it would admittedly be a huge number of '''GameMode''' blocks).
::I can agree that an activator can be superior in certain instances. However, there is one major problem with activators that does not show up in spell scripts - Numerous [[GameMode]] blocks. In my opinion, it would be easier to write a spell script, and have the activator cast it in some instances, in order to reduce the number of '''GameMode''' blocks that are constantly running. In a larger mod (or in multiple mods), this could cause slow down if there are enough '''GameMode''' blocks running, even with '''Return''' statements (although it would admittedly be a huge number of '''GameMode''' blocks).
::--[[User:ShadowDancer|ShadowDancer]] 00:37, 25 August 2007 (EDT)
::--[[User:ShadowDancer|ShadowDancer]] 00:37, 25 August 2007 (EDT)
:::oO, huh? The GameMode block runs 2 'if' statements (if Choosing == 0 and if Reset == 0) before stopping, and more importantly it's in a remote cell when it's not being used. Guidobot suggests that activators in remote cells run once every 30 seconds, and from what I've seen I think they were only running because he was setting a variable on the activator every 30 seconds. I've been meaning to test 'set' versus 'if', so I'll see how many it takes before a problem is reached (I've had to run functions 10000/frame before seeing a difference, so I'll see).
:::Full devil's advocate mode - The problems people run into have almost always stemmed from a script that works for one situation (single menu usually), but not for theirs. I think the tutorial should work towards one, and only one, script that can be used for any messagebox system - multiple menus, etc. A spell cannot be used for multiple menus, as you never know how much the player will go back and forth between menus, and it takes around 15 frames in GameMode before their decision is caught by GetButtonPressed (so .25-1 second for each new menu). Also, spells will not start until GameMode, limiting their functionality, and they cannot store persistent variables. For these reason, I think it would be better to discourage people from using spells (even to the point of not posting scripts) as they would lead to more questions than working scripts.
:::I think a token or quest system might be plausible, however. A quest system would also need to run every frame (well, at least I find the delay from StartQuest unusable), and a token system would need to set variables on another persistent object (though it would probably be easier to conceptualize). I really believe that only one type of system needs to be in the tutorial. The only reason I have a heart for, is that people might not want to learn another system. In this case, though, I think the article needs to be rewritten to convince them other methods work and are easy, rather than separate articles or sections.
:::--[[User:Haama|Haama]] 01:41, 25 August 2007 (EDT)
Anonymous user

Navigation menu