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Final version. My apologies to the moderators
imported>HawkFest m |
imported>HawkFest (Final version. My apologies to the moderators) |
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'''Thus my questions:''' | '''Thus my questions:''' | ||
- 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 [[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). | - 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). | ||
- ''' | ''Note in regards to the statue above-mentioned : maybe I'd need to actually [[Kill]] the sculptor to be able to make it's local ref var get also killed (which would represent a bug or a glitch of those "ActorCopy" functions, since I set another reference var within an activator script to actually create that statue reference), I think I'll try this : use a dummy NPC from a buffer cell for the CreateFullActorCopy function, instead of the sculptor, so that I could have a script [[kill]] it before creating a new instance of a statue... But this is quite tedious and annoying in the end, when the mechanics under the hood of those functions aren't documented anywhere : it takes much time to test and test and test... pfiew!...'' | ||
--[[User:HawkFest|HawkFest]] 18:56, 17 October 2007 (EDT) |