Athelbras Posted May 12, 2015 Share Posted May 12, 2015 (edited) @rickerhk Excellent!!! I was not aware of that function. Thanks muchly, and a Kudo to you for that! Of course now I have to go update and revalidate some seventy-or-so scripts. <grumble> <grumble> <grumble> Edited May 12, 2015 by Athelbras Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 12, 2015 Author Share Posted May 12, 2015 noooooooooo :D I'm going to make you install TTW and fix this version too, I'm just now getting around to updating it from last time. 90+ scripts is so boring to check/merge/update gah! Also check that bug that Drithius mentioned, I saw it happen more than once too... I don't think those SetCriticalStage should be commented out. Also might want to check the timer part of the scripts, some of them are inconsistent and one is surely bugged. Link to comment Share on other sites More sharing options...
Athelbras Posted May 12, 2015 Share Posted May 12, 2015 (edited) I am fully aware of the issue Drithius reported. It has been present since the March 2013 release - long before I became involved. It is the result of doing an explicit SetPos to position ash piles after their creation via an initial PlaceAtMe. That breaks the "safe" automatic placement provided by PlaceAtMe, in that the SetPos can force it to be embedded in something. That older scripting was also handicapped by the fact that the SetPos did not allow time for the piles to manifest in the world (a problem I mentioned in an earlier post), and so could cause crazy positioning fairly frequently (which typically resulted in lost loot from sunken remains). My subsequent fixes significantly minimized crazy placement and dropping through ground level, but retained the risk of embedding for crowded circumstances because my edits continued to use SetPos (but with better timing). The SetCriticalStage calls were temporarily removed for the current version because any references to the object after the End stage are invalid (except for Disable); and the original scripting had such errors. My upcoming release restores those calls, with corrected reference usage. I have yet-another-approach; there have been dozens of experimental variants - you name something to try and I have very likely already performed very thorough testing. This latest has been evolving for a while now. It utilizes the safe placement of PlaceAtMe but without a SetPos and thus eliminates embedding. However, it is (thus far) less reliable in preventing fall-throughs versus the current solution (because of the absence of SetPos). So I am still tinkering; to my mind preventing lost loot is more important than preventing embedding As for HasLoaded3D, it will help to provide a cleaner visual transition for body-to-piles, versus the existing fixed delay interval, because it will facilitate a tighter binding (timing wise) to the desired moment. The single biggest issue though is this: do I leave well enough alone? As in stay with the current v1.16 solution which works in most cases, versus go live with a fundamentally different solution that solves the embedding problem but might have its own (as yet undiscovered) issues. That question is what has caused me to withhold a new release for a couple of months now, as further testing and evaluation continue ... because there were 170k+ downloads the last time - a fact that can't be ignored when considering a potentially risky change. I have not looked at the FO3 scripts. They may have none of the issues that I described. Or they may have similarly bad scripting but not have the same problems due to differences in collision detection and physics engines. Edited May 12, 2015 by Athelbras Link to comment Share on other sites More sharing options...
Athelbras Posted May 12, 2015 Share Posted May 12, 2015 (edited) "Also might want to check the timer part of the scripts, some of them are inconsistent and one is surely bugged." You'll have to be more explicit. Name specific scripts. I found and fixed multiple problems, plus some timing issues; but those fixes have not yet been released. Scripts are not necessarily consistent due to the visual effects they attempt to achieve, and can even vary within a specific grouping (especially with regard to timing). Edited May 12, 2015 by Athelbras Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 12, 2015 Author Share Posted May 12, 2015 I'll have to look again, a couple had redundant logic in the if structures. Yup I know timings are different for the different effects etc, I just meant the general structure, unused leftover variables which were holdovers from the F3 scripts, etc. Do you have a test cell setup? I was going to make one to make it easier to test everything effect wise. Link to comment Share on other sites More sharing options...
Athelbras Posted May 12, 2015 Share Posted May 12, 2015 (edited) I probably already caught the "redundant logic in the if structures" issues; <chuckle> as well as various other issues of my own making that were kind of embarrassing to discover. My scrutinizing these past two months has been extremely thorough. Thus far I have mostly avoided anything purely "cleanup" related (which includes unused variables), to minimize risk. I mostly use the main road to the Nipton town hall. The varied height of the bad guys (especially the crucified powder gangers) and its multi-layered terrain (in many places 3+ layers) has proven to be crucial for testing ash pile placement. Another good place is AWOP's infested bunker (for indoor testing) over towards the Mojave Outpost. Edited May 12, 2015 by Athelbras Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 12, 2015 Author Share Posted May 12, 2015 Do you set the critical hit chance to 100? Also do you have some debug code you strip so you can test the individual effects? The unused variables aren't used anywhere, it's just leftovers from the F3 scripts, which also weren't used because ash pile placement was removed or never made. It's just personal style as usual, I don't like garbage laying around to confuse me later. :) Link to comment Share on other sites More sharing options...
Athelbras Posted May 12, 2015 Share Posted May 12, 2015 "Do you set the critical hit chance to 100? Also do you have some debug code you strip so you can test the individual effects?" Yep. Link to comment Share on other sites More sharing options...
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