Difference between revisions of "Talk:Dissecting the Scripts for Weapon Racks"
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== Erroneous assertion == | == Erroneous assertion == | ||
'''It's written:''' « '' | '''It's written:''' « ''I'm not going to try and explain states here, but '''it's redundant and has no utility if you only have a single state in a script'''.'' » | ||
'''That's plain wrong:''' a singleton state can be essential e.g. when monitoring things, while using RegisterForSingleUpdateGameTime for instance. One example which is quite self-explanatory: | '''That's plain wrong:''' a singleton state can be essential e.g. when monitoring things, while using RegisterForSingleUpdateGameTime for instance. One example which is quite self-explanatory: |
Revision as of 15:36, 29 January 2013
Erroneous assertion
It's written: « I'm not going to try and explain states here, but it's redundant and has no utility if you only have a single state in a script. »
That's plain wrong: a singleton state can be essential e.g. when monitoring things, while using RegisterForSingleUpdateGameTime for instance. One example which is quite self-explanatory:
Scriptname FactionDetectionScript extends ObjectReference
{Script to be attached to some object in the cell you wish to be monitoring for the player to be a member in some allowed faction}
ObjectReference Property MarkerEnabler Auto
{A marker reference parent of other objects that you wish to enable when the player becomes member of some allowed faction}
Event OnLoad()
If MarkerEnabler.IsDisabled()
GoToState("WaitForAllowedFaction")
EndIf
EndEvent
State WaitForAllowedFaction
Event OnBeginState()
If PlayerREF.IsInFaction(AllowedFaction)
MarkerEnabler.Enable()
Else
RegisterForSingleUpdateGameTime(0.9)
EndIf
EndEvent
Event OnUpdateGameTime()
GoToState("WaitForAllowedFaction")
EndEvent
EndState