Braclo Posted August 20, 2010 Share Posted August 20, 2010 Greetings! 2 questions on this lovely day ^^. First is pathnodes. Now for my mod I have to remove and add a huge amount of pathnodes in realtime as a area can change in real time too. This area cover over a few cells (Tamriel Worldspace). Should it work if their all linked to one object in one of those cells and removeLinkedPathPoints script? Also is there a sure way to test it? Atm I am just using a NPC in a wander package. Other question. I have a script that have a LOT of variables and going to 600 lines of code now. Other thing is that this script is stuck in as a quest script, since one of the quests cant be ended, and this script needs to constantly run. Is this a good idea? Should I put the script in something else? Is 600 lines becoming to heavy? Thanks in advance! :D Link to comment Share on other sites More sharing options...
Braclo Posted August 20, 2010 Author Share Posted August 20, 2010 Awww anyone out there got a answer???? :sad: Link to comment Share on other sites More sharing options...
David Brasher Posted August 21, 2010 Share Posted August 21, 2010 As far as I know, vanilla Oblivion never does what you are trying to do with path nodes, and I would not expect the game engine to support it well. What vanilla Oblivion does is add or remove one link between two nodes when a door opens or shuts. I believe that is the only way it ever gets used. An actor with a wander package is one way to test your path grid. Another test is to have a companion following you around. It would be good to have some actors spawn there and see if they end up on the ground, under the ground, or where. Combat is an important test. If your enemies get completely stuck on the obstacles so that you can stand there and laugh at them and kill them with arrows, then the grid path is no good. If your landscape is constantly changing, than maybe you don't need a changing gridpath. You can just stick with a simple all-purpose symmetrical grid. If the obstacles are constantly changing, then they will never be in one place long enough to impede an actor who is trying to follow the mismatched gridpath. If the constantly changing obstacles are simple, such as two or three discrete landscapes, you could make a skeletal path-grid which remains constant and evades the obstacles of all two or three landscapes with 100% compatibility. It is okay to have a large quest script. It seems that quest scripts do not cause as much lag as lights and grass and fire and rain. But size will eventually stop you. The CS will tell you when your script has too many characters. (I think it goes by characters rather than lines.) It will refuse to save. If your script does get too big, perhaps you could find a way to break it into a number of pieces that work together and share some quest variables. Link to comment Share on other sites More sharing options...
Argomirr Posted August 21, 2010 Share Posted August 21, 2010 600 lines should be fine, but if you do hit the limit, using OBSE will remove it altogether. (Though there is a another limit, unrelated to script length, but your not likely to hit that.) Link to comment Share on other sites More sharing options...
Braclo Posted August 21, 2010 Author Share Posted August 21, 2010 Dang, then I have a problem O.O. Thing is that the area change like for example a house apear on a piece of land that once didnt have a house (in realtime, while playing the game). I used the pathnodes to enable or disable them depending if objects is there or not... hmmmm any suggestions? Or should I just try my best to place the path nodes around all the objects from the start >.> Good to hear about the script length, thanks. Will be optimizing it alot before I realease the mod so it will hopefully loose several lines when I do that. Thanks for the replies for that! Link to comment Share on other sites More sharing options...
Braclo Posted August 23, 2010 Author Share Posted August 23, 2010 can anyone suggest a method of doing this? Gona be a bit of a problem if there aint one Link to comment Share on other sites More sharing options...
wizardmirth Posted August 23, 2010 Share Posted August 23, 2010 You should be able to create one hidden door somewhere (like underneath the area inaccessible to the player, like the vanilla merchant chests are) that could be triggered opened via script when the house is enabled. You should be able to link more than one node to that same door though you might have to toggle pathgrid on and off for each node before you attach the next one, or at least I had to. Link to comment Share on other sites More sharing options...
Braclo Posted August 23, 2010 Author Share Posted August 23, 2010 You should be able to link more than one node to that same door though you might have to toggle pathgrid on and off for each node before you attach the next one, or at least I had to. Thanks for the reply. Does it have to be a door? I have just linked them to a object (which i gues now could have been my mistake). Link to comment Share on other sites More sharing options...
wizardmirth Posted August 23, 2010 Share Posted August 23, 2010 You should be able to link more than one node to that same door though you might have to toggle pathgrid on and off for each node before you attach the next one, or at least I had to. Thanks for the reply. Does it have to be a door? I have just linked them to a object (which i gues now could have been my mistake). I guess not. After that all you should need is a script attached to the object with "DisableLinkedPathPoints" set to go off whenever the house is enabled. Link to comment Share on other sites More sharing options...
Braclo Posted August 23, 2010 Author Share Posted August 23, 2010 I guess not. After that all you should need is a script attached to the object with "DisableLinkedPathPoints" set to go off whenever the house is enabled. Thanks, Yea I made a mini mod with a NPC wandering and just a activator that has a script to enable/disable linked path points that is linked to a object. It worked all well. So it should be working in my actual mod but it aint, the only thing that is different is that it is in a quest script. Can that be the problem? Link to comment Share on other sites More sharing options...
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