Difference between revisions of "Talk:OnCellAttach - ObjectReference"
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imported>Egocarib (note on what "attached" means) |
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:The only "behavior" I can isolate pertaining specifically to this "attach" term, is that the event gets triggered every time the player enters the cell from another cell, unlike the OnLoad event which happens only once in a while (whenever the cell needs to be loaded into memory). Now, is this "attachment" different from the other event OnAttachedToCell (triggered when an object is attached to an attached cell)? What constitutes an "attachment" is also an unknown for me : the 3D (what about a trigger box objects, or roombounds, or cell attachment itself which could contain nothing)? Havok? Both? Something else like some bunch of pointers, or some allowed "action area" available for the engine to process?...? --[[User:HawkFest|HawkFest]] ([[User talk:HawkFest|talk]]) 2013-07-04T17:35:39 (EDT) | :The only "behavior" I can isolate pertaining specifically to this "attach" term, is that the event gets triggered every time the player enters the cell from another cell, unlike the OnLoad event which happens only once in a while (whenever the cell needs to be loaded into memory). Now, is this "attachment" different from the other event OnAttachedToCell (triggered when an object is attached to an attached cell)? What constitutes an "attachment" is also an unknown for me : the 3D (what about a trigger box objects, or roombounds, or cell attachment itself which could contain nothing)? Havok? Both? Something else like some bunch of pointers, or some allowed "action area" available for the engine to process?...? --[[User:HawkFest|HawkFest]] ([[User talk:HawkFest|talk]]) 2013-07-04T17:35:39 (EDT) | ||
::"Attached" means the cell is part of the block of currently "live" cells that connect outward in all directions from the player's current cell (e.g. no load doors between them). This is primarily based on the uGridsToLoad setting, which defaults to 5, meaning that in the wilderness, the 5x5 square of cells centered on the player (25 in total) will all be "attached"--they are full generated, loaded, animating, filled with NPCs, etc; acting like a "normal" cell that the player might be in, for all intensive purposes. As the player moves forward one cell, the 5 cells in the furthest row behind them would be "detached" while the 5 cells in the row in front of them would become "attached". The game loads 3D data for cells before they become attached, and also retains 3D data for some cells that have been detached; the amount is unpredictable though and depends on virtual memory, the movement path of the player, etc, etc. In interior spaces or other places where load doors are present, the cells behind the load doors will not be considered "attached" until they are actually entered. (thanks to Inki over at the Beth forums for this info: [http://forums.bethsoft.com/topic/1471891-quick-questions-quick-answers-thread-25/?p=22971872 see the thread here]) --[[User:Egocarib|Egocarib]] ([[User talk:Egocarib|talk]]) 2013-09-07T14:49:27 (EDT) | ::"Attached" means the cell is part of the block of currently "live" cells that connect outward in all directions from the player's current cell (e.g. no load doors between them). This is primarily based on the uGridsToLoad setting, which defaults to 5, meaning that in the wilderness, the 5x5 square of cells centered on the player (25 in total) will all be "attached"--they are full generated, loaded, animating, filled with NPCs, etc; acting like a "normal" cell that the player might be in, for all intensive purposes. As the player moves forward one cell, the 5 cells in the furthest row behind them would be "detached" while the 5 cells in the row in front of them would become "attached". The game loads 3D data for cells before they become attached, and also retains 3D data for some cells that have been detached; the amount is unpredictable though and depends on virtual memory, the movement path of the player, etc, etc. In interior spaces or other places where load doors are present, the cells behind the load doors will not be considered "attached" until they are actually entered. However, it may be important to point out that cells behind load doors ''can'' be loaded, even though they are not considered attached. (thanks to Inki over at the Beth forums for much of this info, which I have subsequently tested myself: [http://forums.bethsoft.com/topic/1471891-quick-questions-quick-answers-thread-25/?p=22971872 see the thread here]) --[[User:Egocarib|Egocarib]] ([[User talk:Egocarib|talk]]) 2013-09-07T14:49:27 (EDT) |
Revision as of 13:59, 7 September 2013
I'm not sure what the concept of "Attached" means in this context. --Gr3y 09:34, 9 February 2012 (EST)
- The only "behavior" I can isolate pertaining specifically to this "attach" term, is that the event gets triggered every time the player enters the cell from another cell, unlike the OnLoad event which happens only once in a while (whenever the cell needs to be loaded into memory). Now, is this "attachment" different from the other event OnAttachedToCell (triggered when an object is attached to an attached cell)? What constitutes an "attachment" is also an unknown for me : the 3D (what about a trigger box objects, or roombounds, or cell attachment itself which could contain nothing)? Havok? Both? Something else like some bunch of pointers, or some allowed "action area" available for the engine to process?...? --HawkFest (talk) 2013-07-04T17:35:39 (EDT)
- "Attached" means the cell is part of the block of currently "live" cells that connect outward in all directions from the player's current cell (e.g. no load doors between them). This is primarily based on the uGridsToLoad setting, which defaults to 5, meaning that in the wilderness, the 5x5 square of cells centered on the player (25 in total) will all be "attached"--they are full generated, loaded, animating, filled with NPCs, etc; acting like a "normal" cell that the player might be in, for all intensive purposes. As the player moves forward one cell, the 5 cells in the furthest row behind them would be "detached" while the 5 cells in the row in front of them would become "attached". The game loads 3D data for cells before they become attached, and also retains 3D data for some cells that have been detached; the amount is unpredictable though and depends on virtual memory, the movement path of the player, etc, etc. In interior spaces or other places where load doors are present, the cells behind the load doors will not be considered "attached" until they are actually entered. However, it may be important to point out that cells behind load doors can be loaded, even though they are not considered attached. (thanks to Inki over at the Beth forums for much of this info, which I have subsequently tested myself: see the thread here) --Egocarib (talk) 2013-09-07T14:49:27 (EDT)