Difference between revisions of "Talk:SetScale - ObjectReference"
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imported>Migal130 |
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NOTE: When testing GetScale(), Debug.MessageBox() is slower than ensuing processes possibly due to a lower parallel processing priority or simply because screen display commands take more time. This means you must put delays after each GetScale() before using MessageBox() in order to display the results correctly. You can do this with Utility.Wait(). 1-5 seconds is enough delay, depending on the overall processing being performed. These delays do not need to exist in your final code (unless the goal of your code is to display scaling results in a message box). | NOTE: When testing GetScale(), Debug.MessageBox() is slower than ensuing processes possibly due to a lower parallel processing priority or simply because screen display commands take more time. This means you must put delays after each GetScale() before using MessageBox() in order to display the results correctly. You can do this with Utility.Wait(). 1-5 seconds is enough delay, depending on the overall processing being performed. These delays do not need to exist in your final code (unless the goal of your code is to display scaling results in a message box). | ||
NOTE2: It is possible that the crash previously described by RedwoodElf is a result of not understanding that SetScale is not cumulative and attempts were being made to reach a target scale by using SetScale on a previous SetScale result. This would result in the target scale never being reached and an infinite loop could ensue trying to reach it, due to Skyrim's limited floating point processing. SetScale would end up eternally multiplying original object scale by the same number before the goal scale was ever reached. | NOTE2: It is possible that the crash previously described by RedwoodElf is a result of not understanding that SetScale is not cumulative and attempts were being made to reach a target scale by using SetScale on a previous SetScale result. This would result in the target scale never being reached and an infinite loop could ensue trying to reach it, due to Skyrim's limited floating point processing. SetScale would end up eternally multiplying original object scale by the same number before the goal scale was ever reached. Long story short, don't use SetScale in a loop. |