Difference between revisions of "Talk:MessageBox Tutorial"

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1,338 bytes added ,  09:03, 25 August 2007
That would make spells work, and still oO
imported>ShadowDancer
(more discussion, DragoonWraith may recall more)
imported>Haama
(That would make spells work, and still oO)
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::::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.
::::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)
::::--[[User:ShadowDancer|ShadowDancer]] 05:59, 25 August 2007 (EDT)
Yeah, I'll ask DW. If it's from before OBSE's looping and GetNumItems, then I don't see how they could have tested for it - I haven't seen anything that makes enough of a dent in FPS to tell that the script is still "silently" processed.
Speaking of which, I'm not talking about 50, or 100 times being a problem - I'm talking about 1000s before you can even see a fraction of an FPS lost. With a test version of the Inventory Tracker, I ran 1000 'set' function, over 3000 'if' functions, and a few other functions every frame and I couldn't even tell it was activate. I assume that there was a partial of an FPS taken, as I could see the difference when I doubled everything, but it's lost in the noise of random FPS variation.
Good thinking on the spell script, that'd make it work. Just make sure that everything is set back to 0 when the player really exits the menu, or else you'll keep repeating the last step.
For now I'm going to alter the spell script to make it more all-purpose, and place a warning that using it for multiple menus hasn't been tested (I trust you'll take it down/alter it once you've got it working). I think that when I rewrite this, I'll use general examples, or a token example, and then branch out and explain the 4 methods of running the messagebox.
--[[User:Haama|Haama]] 10:03, 25 August 2007 (EDT)
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