Difference between revisions of "User:DavidJCobb/Miscellany"

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966 bytes added ,  06:55, 3 March 2015
→‎Unsorted edge-cases: Fun with null cells: Cell variables can break during load screens.
imported>DavidJCobb
(→‎Unsorted facts: Seems like you can't spawn MapMarkers at run-time.)
imported>DavidJCobb
(→‎Unsorted edge-cases: Fun with null cells: Cell variables can break during load screens.)
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*** The player using the furniture themselves
*** The player using the furniture themselves
*** The player using the Wait function
*** The player using the Wait function
* You may run into a peculiar problem when passing through a load door: [http://forums.bethsoft.com/topic/1514401-detection-of-null-cells-when-going-through-load-doors-how/#entry23901128 cells that are unloaded by the game can still exist as "valid" Papyrus Cell objects.] They'll be recognized as Cells rather than as Nones, but attempts to call ''most'' native methods on them will fail. Effectively, it's the bizarre difference between something that's ''null'' and something that's ''None''.
** Surprisingly, <code>kMyBrokenCell.GetFormID()</code> will still return a null cell's proper ID, even though the cell object is broken.
** Comparing <code>kMyBrokenCell</code> to <code>Game.GetForm(kMyBrokenCell.GetFormID())</code> reportedly returns False when dealing with a null cell. This would make sense: an existing Papyrus Cell object can lose its underlying cell and still exist, but you probably cannot create a ''new'' Papyrus Cell object from a lost cell.


=== Unsorted engine bugs ===
=== Unsorted engine bugs ===
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