Difference between revisions of "Talk:PlaceAtMe"
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:::The assertion on that page that "I always use Kill, Disable, then DeleteFullActorCopy as a safety. A wise person once told me that's what Bethseda does for items" makes me very doubtful. Bethesda only used DeleteFullActorCopy once, to get rid of an actor created in the script for the Skull of Corruption. They never used it for anything else. [[User:Scruggs|Scruggs]] 18:50, 19 July 2006 (EDT) | :::The assertion on that page that "I always use Kill, Disable, then DeleteFullActorCopy as a safety. A wise person once told me that's what Bethseda does for items" makes me very doubtful. Bethesda only used DeleteFullActorCopy once, to get rid of an actor created in the script for the Skull of Corruption. They never used it for anything else. [[User:Scruggs|Scruggs]] 18:50, 19 July 2006 (EDT) | ||
So this is still a little confusing. Is this saying PlaceAtMe items never get removed from a save game ever? This would probably mean that the regular spawn operations did something different to PlaceAtMe (which I doubt) or otherwise the game wouldn't ever delete anything. DeleteFullActorCopy neither deletes the reference or the created base object? (I dont think so.) What about PlaceAtMe statics vs. item/creatures, etc? (I think it more likely that statics never get deleted, e.g. most doors, containers, etc. in the game are never marked as persistant but they always are.) Also, this whole confusion over references vs. the objects themselves: a reference is just an pointer. It doesn't know whether the object associated with it exists or not. Hence trying to use it on an object that is lost or currently not loaded will either do nothing or cause a CTD. Additionally, SetDestroyed has nothing to do with object persistance.[[User:Guidobot|Guidobot]] 13:58, 12 April 2007 (EDT) | So this is still a little confusing. Is this saying PlaceAtMe items never get removed from a save game ever? This would probably mean that the regular spawn operations did something different to PlaceAtMe (which I doubt) or otherwise the game wouldn't ever delete anything. DeleteFullActorCopy neither deletes the reference or the created base object? (I dont think so.) What about PlaceAtMe statics vs. item/creatures, etc? (I think it more likely that statics never get deleted, e.g. most doors, containers, etc. in the game are never marked as persistant but they always are.) Also, this whole confusion over references vs. the objects themselves: a reference (variable) is just an pointer. It doesn't know whether the object associated with it exists or not. Hence trying to use it on an object that is lost or currently not loaded will either do nothing or cause a CTD. Additionally, SetDestroyed has nothing to do with object persistance. [[User:Guidobot|Guidobot]] 13:58, 12 April 2007 (EDT) |