Difference between revisions of "Talk:OBSE Wish List"
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imported>DragoonWraith (→CellScan: what's better about this over magic effect scripts?) |
imported>GreyWanderer (→example:: comment) |
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:[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 16:19, 3 August 2006 (EDT): Why can't we just use the tried-and-true method of casting a large-radius, LOS-ignoring scripted spell for getting nearby references? Is there a particular reason you need to be able to iterate through the cell rather than simply scripting everyone in the cell? | :[[User:DragoonWraith|<font face="Oblivion,Daedric Runes" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 16:19, 3 August 2006 (EDT): Why can't we just use the tried-and-true method of casting a large-radius, LOS-ignoring scripted spell for getting nearby references? Is there a particular reason you need to be able to iterate through the cell rather than simply scripting everyone in the cell? | ||
::[[User:GreyWanderer|Grey]] 16:44, 3 August 2006 (EDT): Well, performance and speed, I suppose. Plus, do spells affect all items in a cell, not just NPCs/Creatures? And I think it is more reliable than the method mentioned. But you are right to question this request. "While" is needed to really work with it and the binary functions listed at the top first make this really useful.<br> | |||
::To wait for a spell to be cast through the whole cell and wait for the responses of the scripts started on each NPC in range ... sometimes just isn't the right thing to do I believe. My game is quite slow already; I notice some delays in Quests of the original game and even though I know of prioritising I can't trust the methods to be reliable enough. Plus, with this method, we can also split the scan in parts specified by us, not by the game. In Morrowind scripts were a problem, because they ran every frame and often modders weren't responsible. Now we have the opposite: not many lags because of that, but delays. Hope you understand. |