Difference between revisions of "Talk:Dynamically Attaching Scripts"
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Talk:Dynamically Attaching Scripts (edit)
Revision as of 08:37, 19 January 2015
, 08:37, 19 January 2015no edit summary
imported>PlausibleSarge m (Added my heading properly (whoops)) |
imported>Darkitow |
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I hope this made sense and wasn't a complete waste of time. If anyone found this in any way helpful I might consider completely re-writing it with examples and posting it on the article, as it could help some people with the same problems. -[[User:PlausibleSarge|PlausibleSarge]] ([[User talk:PlausibleSarge|talk]]) 2013-09-11T06:25:51 (EDT) | I hope this made sense and wasn't a complete waste of time. If anyone found this in any way helpful I might consider completely re-writing it with examples and posting it on the article, as it could help some people with the same problems. -[[User:PlausibleSarge|PlausibleSarge]] ([[User talk:PlausibleSarge|talk]]) 2013-09-11T06:25:51 (EDT) | ||
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So, question. Originally I was planning on using a cloak effect to get my mod to know when the player went through a door, but after reading that you can't attach scripts that way to doors, I guess my only option is the alias approach. However, I'm thinking that getting the quest reset so often might be kinda troublesome if you're attaching a script that might take longer than what it takes to reset it. | |||
Would it be a bad idea to have each alias "manage itself" instead? Relay the OnUpdate event through a ModEvent, and then have the alias simply scan for whatever you need to fill it with, or just throw a Clear command to it if nothing comes out. | |||
Since there are some conditions that don't have a proper equivalent for scripts, maybe the opposite could be done, make the alias "give permission" to the resetting function by having some sort of flag enabled. |