Difference between revisions of "Talk:MessageBox Tutorial"

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1,267 bytes added ,  12:30, 27 August 2007
Responses
imported>Haama
(Formatting, I assume this was a response to ShadowDancer)
imported>Haama
(Responses)
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:::Alright, new question. Are you assuming that the individual is trying to keep track of the variables that have been set?
:::Alright, new question. Are you assuming that the individual is trying to keep track of the variables that have been set?
:::--[[User:ShadowDancer|ShadowDancer]] 11:28, 27 August 2007 (EDT)
:::--[[User:ShadowDancer|ShadowDancer]] 11:28, 27 August 2007 (EDT)
::::We're assuming that at least some people will want to store the variables.
::::Let's rephrase the question - I use activators all the time, so there may be downsides I've forgotten about - what are the downsides to using activators? I know they're a pain to move around, and more than likely you have to make sure they're out of an Oblivion cell in case it resets (a major one), any others? (we seem to have gone over the downsides of the others)
::::--[[User:Haama|Haama]] 13:30, 27 August 2007 (EDT)


::::Well with mine I am kinda of cheating since spell steps reset each time so i have a Dummy quest set up that all it is there for is to hold on to the Variables that I wish to keep permanent.
::::Well with mine I am kinda of cheating since spell steps reset each time so i have a Dummy quest set up that all it is there for is to hold on to the Variables that I wish to keep permanent.
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::::That way I can have multi spell scripts combined into one function but you can call me crazy if you like. Yea I know I have completely making this thing Extremely complex, But I I have always been for the one to think out side of the box and try something a different way. but that way the example above having a dummy quest that all it is for is for your to store your shorts longs and floats for the spell menu script to keep up with certain areas which you may wish to keep in case for example you do run out of time then you could have this set up to have the spell script to start back at where it left off when the spell expired before you was finished.
::::That way I can have multi spell scripts combined into one function but you can call me crazy if you like. Yea I know I have completely making this thing Extremely complex, But I I have always been for the one to think out side of the box and try something a different way. but that way the example above having a dummy quest that all it is for is for your to store your shorts longs and floats for the spell menu script to keep up with certain areas which you may wish to keep in case for example you do run out of time then you could have this set up to have the spell script to start back at where it left off when the spell expired before you was finished.
::::--[[User:Raziel23x|Raziel23x]] 12:20, 27 August 2007 (EDT)
::::--[[User:Raziel23x|Raziel23x]] 12:20, 27 August 2007 (EDT)
:::::I haven't tried this, but I don't think it'll work so easily. I think the spell will only expire in GameMode, meaning it will only expire while trying to catch the player's response. Assuming that's true, then when you restart the spell either one of two things will happen - it'll catch a long forgotten option, or it won't catch anything and constantly loop 'GetButtonPressed' while it returns -1 (hence the recasting spell in the tutorial). Also, Raziel23x, what was your FPS when you tested the time between menus? From your results, I would expect 30 FPS? What happens if your FPS is slower? I'm trying to tell if the pause is based on frames (15 frames) or time (1/2 a second) - much thanks.
:::::--[[User:Haama|Haama]] 13:30, 27 August 2007 (EDT)
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