Difference between revisions of "User talk:Ashileedo"
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imported>DragoonWraith (→Spam: what we can do) |
imported>Omzy |
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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) | ||
:::::--[[Omzy]] I have an instance where I need to do this. I need to cast a spell on a player right after a conversation and act like it is "from the gods" so I will create a ring or other small object under the player and use it as the object to cast the spell. The goal is not to have any actors cast the spell, and since the location of this occurrence could be anywhere, i'll need to create an object out of thin air, right? Then i will disable the object at the end of the script. The player should never know it was there since they cannot move (its a paralysis spell). Would this work? [[Omzy]] | |||
==Ref.(Owner)Id== | ==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. | 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. |