Difference between revisions of "Creating Multithreaded Skyrim Mods Part 3 - Callbacks"

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imported>Chesko
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# '''Create Anchor (Object Reference):''' We now want to create a "Future Anchor". This is an XMarker object reference that we will be placing in a far-off, unused cell. You can create your own blank cell, but '''AAADeleteWhenDoneTestJeremy''' is also a good candidate. Wherever you decide to place it, drag an XMarker Static from the Object Window of the Creation Kit into the Render Window and name the reference. We'll name ours '''GuardPlacementFutureAnchor'''. We'll use this to <code>PlaceAtMe()</code> Futures on this object later on.
# '''Create Anchor (Object Reference):''' We now want to create a "Future Anchor". This is an XMarker object reference that we will be placing in a far-off, unused cell. You can create your own blank cell, but '''AAADeleteWhenDoneTestJeremy''' is also a good candidate. Wherever you decide to place it, drag an XMarker Static from the Object Window of the Creation Kit into the Render Window and name the reference. We'll name ours '''GuardPlacementFutureAnchor'''. We'll use this to <code>PlaceAtMe()</code> Futures on this object later on.


<gallery widths="240px" heights="120px" perrow="3">
<gallery widths="240px" heights="200px" perrow="3">
Image:Multithreading-fig1-1.JPG|<b>Fig. 2.4</b>: <br> Create Quest
Image:Multithreading-fig1-1.JPG|<b>Fig. 2.4</b>: <br> Create Quest
Image:Multithreading-fig1-2.JPG|<b>Fig. 2.5</b>: <br> Create Future Activator
Image:Multithreading-fig1-3.JPG|<b>Fig. 2.6</b>: <br> Create Anchor
</gallery>
</gallery>


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