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Question on Events and threads (Papyrus scripting)


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That script typically offloads any serious work with CallFunctionNoWait on some quest attached worker scripts to avoid holding the effect or blocking.

Sure. It is what I expected.

But I still don't understand is the "Apply Combat Hit Spell" has matter here? I guess MagicEffect can be started in any other way to handle hits events, not by perk's entry point trigger only.

Is there are any special essence in "Apply Combat Hit Spell" usage?

 

Edited by DlinnyLag
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because the C++ game engine which perks run under is between 100 and 1,000 times faster than the papyrus interpreter at handling events with no locking or blocking.

 

Yes I have run those tests.

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@SKK - you mentioned "Can have queue issues" - this has been a concern to me using callfunctionnowait too much.

I have wondered how many such calls can queue up on a blocked script before something gets lost.

What did you find?

I assume one of the reasons you use multiple worker scripts.

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We are getting into a dark corner as I dont really know.

 

I dont have any recollection of calls "going missing" on a regular basis, only taking a loooong time to complete so there must be an internal fifo call queue managing that.

 

Those time delays trigger a switch to a locking queue manager and multiple worker scripts, but only had to do that a handfull of times typically when:

 

configuring large numbers of actors (settlers) OnLoad.

processing large numbers of inventory items (scrapping).

handling combat hit events in multi actor high ROF engagements (although papyrus is not really performant enough for this).

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