Difference between revisions of "Talk:MessageBox Tutorial"

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3,263 bytes added ,  04:59, 25 August 2007
more discussion, DragoonWraith may recall more
imported>Haama
(oO)
imported>ShadowDancer
(more discussion, DragoonWraith may recall more)
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:::--[[User:Haama|Haama]] 01:41, 25 August 2007 (EDT)
:::--[[User:Haama|Haama]] 01:41, 25 August 2007 (EDT)
::::If you have looked at the number of mods that some people claim to be running (I have seen lists of 50+ on the forums), there could be an impact if multiple GameMode blocks are running at the same time in most of them. That is how my thinking is working for purposes of this discussion. Additionally, there is no telling if all of the safeguards that you or I, as experienced scripters, would place in GameMode blocks are being used in those mod's GameMode blocks. I believe that at one point there was a discussion about the effects of GameMode blocks on game performance and whether or not the active GameMode blocks processed the whole script, even if it didn't actively do anything at the moment. If I remember correctly, it was determined that all of the lines were processed even though the game engine didn't have anything to do - basically a Return statement didn't exit GameMode, it just deactivated the computing of the following lines which were still read. I could be wrong, but I thought that was what was determined. DragoonWraith may remember more of the discussion? Anyway, my point of thought is that running in GameMode can be like an addicting drug for some people, to the point where a "great idea" takes over and causes a game to go from 60 FPS to 12 FPS. Admittedly it probably won't happen in a MessageBox script. And Guidobot could be right, I haven't tested the effects of GameMode in a remote cell other than making sure that GameMode wasn't running a complicated math script without the PC present (I made a little solar system, LOL!)
::::Aside from that, the simple solution to a spell script is either to not allow them to go from one menu to another to a previous menu, or to up the time on the spell and save the result for the ScriptEffectFinish. Setting a variable, and maybe an effect shader, both resolving during the spell completion, should take care of the "wasted time" as the spell is "working its magic to accomplish the caster's desire". For instance, Raziel23x was working on a script that required the use of multiple menus to do what he wanted just due to the numerous choices. Since it is a spell script, it is just easier to use the ScriptEffectxxx to perform the task in my opinion.
::::Tokens on the other hand, may have issues of their own. At least, adding and removing them quickly has been implicated in CTDs.
::::Quest scripts only run every 5 seconds, probably due to the number of quests in the game that could be running simultaneously.
::::While it may be true that one menu system could theoretically cover pretty much any circumstance, I would personally go for the simpler script construction. If you are letting people decide how much of your script to choose, which is what ends up happening with a tutorial, you can't guarantee that they will use the whole script. This might cause issues when someone is running multiple mods if the activator isn't removed to a remote cell in some of them. My personal choice would be to show various examples, explain the possible pitfalls of the examples, and leave the type of script choice up to the individual since they are going to choose how they are going to script it anyway.
::::--[[User:ShadowDancer|ShadowDancer]] 05:59, 25 August 2007 (EDT)
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