Difference between revisions of "Talk:Dissecting the Scripts for Weapon Racks"
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imported>HawkFest |
imported>HawkFest |
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'''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'''.'' » | '''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'''.'' » | ||
Actually, a singleton state can be essential e.g. when monitoring things, while using RegisterForSingleUpdateGameTime for instance. One example which is quite self-explanatory: | |||
<source lang="papyrus"> | <source lang="papyrus"> | ||
Scriptname FactionDetectionScript extends ObjectReference | Scriptname FactionDetectionScript extends ObjectReference |
Revision as of 03:34, 30 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. »
Actually, 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 of some allowed faction}
Actor Property PlayerREF Auto
Bool ShouldWaitForAllowedFaction = True
Event OnLoad()
If ShouldWaitForAllowedFaction
GoToState("WaitForAllowedFaction")
EndIf
EndEvent
State WaitForAllowedFaction
Event OnBeginState()
If PlayerREF.IsInFaction(AllowedFaction)
ShouldWaitForAllowedFaction = False
; Do what you want to do
Else
RegisterForSingleUpdateGameTime(0.9)
EndIf
EndEvent
Event OnUpdateGameTime()
GoToState("WaitForAllowedFaction")
EndEvent
EndState