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Difference between revisions of "Category talk:NPC"

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1 byte added ,  19:29, 17 October 2007
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imported>HawkFest
imported>HawkFest
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- Is this related to the possibility of creating multiple references/instances of the same base NPC object within the game (actually acting like a [[PlaceAtMe]] command when solely considering the fact that it is a copy of the original base object that is created)?
- Is this related to the possibility of creating multiple references/instances of the same base NPC object within the game (actually acting like a [[PlaceAtMe]] command when solely considering the fact that it is a copy of the original base object that is created)?


- And what about the [[CreateFulActorCopy]] on a reference you could then [[MoveTo]] anywhere : my mod also includes a statue creation procedure, involving a real sculptor (note: which is more realistic than have your statue appear out of nowhere - Who was the model since you never saw any sculptor? ;)...). I initialise a ref local var from this sculptor's OnLoad script to associate a cratefullactorcopy of the player, and then bingo I have a new NPC independant from myself AND the sculptor (if I "kill" the statue, no one else is "killed").. Currently I have problems with this functionality, as I'd like to be able to remove/recreate the statue, but I end up not being able to make the statue Disappear : any new statue becomes FUSIONED with the old statue, and it becomes quite ridiculous in the end..lol. I think there are issues with [[CreateFullActorCopy]] / [[DeleteFullActorCopy]], unfortunately I've been unable to find any thorough and detailed information about this -  and no, the current Bruma script does not help at all in understanding the logic behind (it involves a unique creation, so it can't really assert the full range of behaviours and limitations of those commands).
- And what about the [[CreateFullActorCopy]] on a reference you could then [[MoveTo]] anywhere : my mod also includes a statue creation procedure, involving a real sculptor (note: which is more realistic than have your statue appear out of nowhere - Who was the model since you never saw any sculptor? ;)...). I initialise a ref local var from this sculptor's OnLoad script to associate a cratefullactorcopy of the player, and then bingo I have a new NPC independant from myself AND the sculptor (if I "kill" the statue, no one else is "killed").. Currently I have problems with this functionality, as I'd like to be able to remove/recreate the statue, but I end up not being able to make the statue Disappear : any new statue becomes FUSIONED with the old statue, and it becomes quite ridiculous in the end..lol. I think there are issues with [[CreateFullActorCopy]] / [[DeleteFullActorCopy]], unfortunately I've been unable to find any thorough and detailed information about this -  and no, the current Bruma script does not help at all in understanding the logic behind (it involves a unique creation, so it can't really assert the full range of behaviours and limitations of those commands).


- In brief: why and when would we use this "Summonable" flag? --[[User:HawkFest|HawkFest]] 18:56, 17 October 2007 (EDT)
- In brief: why and when would we use this "Summonable" flag? --[[User:HawkFest|HawkFest]] 18:56, 17 October 2007 (EDT)
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