Difference between revisions of "OnUpdate - Form"
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imported>Cipscis (→Notes: Added note about increasing file size in some cases if single update chains aren't used) |
imported>JustinOther m (Floatified parameters) |
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<source lang="papyrus"> | <source lang="papyrus"> | ||
Function SomeFunction() | Function SomeFunction() | ||
RegisterForUpdate(5.0) ; Before we can use OnUpdate() we must register. | |||
EndFunction | EndFunction | ||
Event OnUpdate() ; | Event OnUpdate() ; This event occurs every five seconds | ||
If myQuest.GetStage() == 10 | |||
UnregisterForUpdate() ; when we're done with it, make sure to unregister | |||
Debug.Trace("Got what we needed, so stop polling!") | |||
EndIf | |||
EndEvent | EndEvent | ||
</source> | </source> | ||
Line 31: | Line 31: | ||
*Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed. | *Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed. | ||
*This event is '''not''' relayed to any aliases or magic effects attached to the form. | *This event is '''not''' relayed to any aliases or magic effects attached to the form. | ||
*This event '''is''' relayed to other scripts attached to the same object. eg. On a quest form with 2 main quest scripts and a fragment script, an update event registered by one will be received by all three. | |||
*Be careful with the use of this event. Because it uses real-time, it can start piling up on itself if the OnUpdate doesn't finish before the time is up. To avoid this, try using a longer time at registration, or do a 'single update chain' which looks like the following: | *Be careful with the use of this event. Because it uses real-time, it can start piling up on itself if the OnUpdate doesn't finish before the time is up. To avoid this, try using a longer time at registration, or do a 'single update chain' which looks like the following: | ||
<source lang="papyrus"> | <source lang="papyrus"> | ||
Function StartChain() | Function StartChain() | ||
RegisterForSingleUpdate(1) ; Give us a single update in one second | RegisterForSingleUpdate(1.0) ; Give us a single update in one second | ||
EndFunction | |||
Event OnUpdate() | Event OnUpdate() | ||
Bool bKeepUpdating = True | |||
; Do stuff here, and update the bKeepUpdating variable depending on whether you want another update or not | |||
If bKeepUpdating | |||
RegisterForSingleUpdate(1.0) | |||
EndIf | |||
EndEvent</source> | |||
</source> | |||
This prevents multiple update events from stacking up on top of each other and slowing Papyrus down. If multiple update events do stack up on top of one another, this will also increase save file size. If ''enough'' instances of the event are stacked up in this way, it can cause significant increases in the size of any save file created. | This prevents multiple update events from stacking up on top of each other and slowing Papyrus down. If multiple update events do stack up on top of one another, this will also increase save file size. If ''enough'' instances of the event are stacked up in this way, it can cause significant increases in the size of any save file created. | ||
Latest revision as of 12:33, 8 October 2012
Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Event called periodically if the active magic effect/alias/form is registered for update events. This event will not be sent if the game is in menu mode.
Syntax[edit | edit source]
Event OnUpdate()
Parameters[edit | edit source]
None
Example[edit | edit source]
Function SomeFunction()
RegisterForUpdate(5.0) ; Before we can use OnUpdate() we must register.
EndFunction
Event OnUpdate() ; This event occurs every five seconds
If myQuest.GetStage() == 10
UnregisterForUpdate() ; when we're done with it, make sure to unregister
Debug.Trace("Got what we needed, so stop polling!")
EndIf
EndEvent
Notes[edit | edit source]
- Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
- This event is not relayed to any aliases or magic effects attached to the form.
- This event is relayed to other scripts attached to the same object. eg. On a quest form with 2 main quest scripts and a fragment script, an update event registered by one will be received by all three.
- Be careful with the use of this event. Because it uses real-time, it can start piling up on itself if the OnUpdate doesn't finish before the time is up. To avoid this, try using a longer time at registration, or do a 'single update chain' which looks like the following:
Function StartChain()
RegisterForSingleUpdate(1.0) ; Give us a single update in one second
EndFunction
Event OnUpdate()
Bool bKeepUpdating = True
; Do stuff here, and update the bKeepUpdating variable depending on whether you want another update or not
If bKeepUpdating
RegisterForSingleUpdate(1.0)
EndIf
EndEvent
This prevents multiple update events from stacking up on top of each other and slowing Papyrus down. If multiple update events do stack up on top of one another, this will also increase save file size. If enough instances of the event are stacked up in this way, it can cause significant increases in the size of any save file created.