Difference between revisions of "User talk:Ashileedo"

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849 bytes added ,  04:19, 8 April 2006
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imported>Ashileedo
imported>Pionere
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:::So the real danger is actually the summoning and not the disabling? Or am I misunderstanding? If I summon and disable 50 iron shortswords, will there be 50 disabled instances floating around? [[User:Mrflippy|Mrflippy]] 15:01, 7 April 2006 (EDT)
:::So the real danger is actually the summoning and not the disabling? Or am I misunderstanding? If I summon and disable 50 iron shortswords, will there be 50 disabled instances floating around? [[User:Mrflippy|Mrflippy]] 15:01, 7 April 2006 (EDT)
::::The danger is summong 50 iron swords at the wrong time and running out of memory. However, if you disable something that you've placeatme'd, I believe it gets thrown out -- I don't think right away, but our memory management code will clear it out when you hit your next load (though we'd have to check the code to be absolutely sure its at your NEXT load. But I am sure it does get cleared away. It most definitely will go away when the cell you summoned the objects in gets unloaded from memory). But the bigger risk here is if you placeatme something that is too expensive -- especially if player does it over and over and over again consecutively. --[[User:Ashileedo|Ashileedo]] 15:08, 7 April 2006 (EDT)
::::The danger is summong 50 iron swords at the wrong time and running out of memory. However, if you disable something that you've placeatme'd, I believe it gets thrown out -- I don't think right away, but our memory management code will clear it out when you hit your next load (though we'd have to check the code to be absolutely sure its at your NEXT load. But I am sure it does get cleared away. It most definitely will go away when the cell you summoned the objects in gets unloaded from memory). But the bigger risk here is if you placeatme something that is too expensive -- especially if player does it over and over and over again consecutively. --[[User:Ashileedo|Ashileedo]] 15:08, 7 April 2006 (EDT)
==Ref.(Owner)Id==
I would like to add doorknockers to several houses with an attached script, which calls the owner to the door. My idea is to set the owner of the doorknocker to the same as the owner of the house. The script of the doorknocker would set a global variable to the owner of the house. Every HouseOwner would have an AI package which checks whether its door was knocked or not and act accordingly.
With this I have two problems:
- I need to set a global variable to the ownerId of an item, but I can not find a function like getOwnerId
- I need to check a current NPC id and the global variable to act only if the NPCs door was knocked.
I've managed to create the doorknocker to a specific NPC, but I would like to create more generic scripts which I can add to every houseowner throughout Oblivion.
Any help would be welcome.
Thanks.
Anonymous user

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