Difference between revisions of "User talk:Ashileedo"

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34 bytes added ,  01:30, 25 June 2006
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non-existant links for the lose :P
imported>Omzy
imported>MaXiMiUS
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::::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]]
:::::--[[User:Omzy|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? --[[User:Omzy|Omzy]]


::::::Why not just use a global script to randomly add the spell (a paralysis ability) on the player, then after three or however many seconds later, the script removes the ability.  Maybe have the script check every game hour, have a one in ten odds every hour or something like that. [[User:TheImperialDragon|TheImperialDragon]] 18:58, 7 June 2006 (EDT)
::::::Why not just use a global script to randomly add the spell (a paralysis ability) on the player, then after three or however many seconds later, the script removes the ability.  Maybe have the script check every game hour, have a one in ten odds every hour or something like that. [[User:TheImperialDragon|TheImperialDragon]] 18:58, 7 June 2006 (EDT)


:::::::[[Omzy]] I created a new miscitem object with no .NIF (mesh for graphic so it is invisible) and made a script for this object that calls the spells I want casted on the player. In my quest result script, I set the quest variable curse to 1 to trigger the object's trap on the player and then used the line "Player.PlaceAtMe VoduniusNucciusCurseObject, 1. The following object script works:
:::::::--[[User:Omzy|Omzy]] I created a new miscitem object with no .NIF (mesh for graphic so it is invisible) and made a script for this object that calls the spells I want casted on the player. In my quest result script, I set the quest variable curse to 1 to trigger the object's trap on the player and then used the line "Player.PlaceAtMe VoduniusNucciusCurseObject, 1. The following object script works:


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