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DaedraLeveledListSCRIPT


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I was wondering if anyone could help me understand what this script does, and if it is still usefull/necessary to have on all the daedra LLists.

 

The script in question is DaedraLeveledListSCRIPT (0000A8EE)

 

scn DaedraLeveledListSCRIPT

; this script marks the leveled lists as destroyed when the parent is destroyed
short doOnce

ref myParent
short tempdestroyed
short temphaveparent

begin OnLoad
set doOnce to 0
end

begin gamemode
if doOnce == 0
	set doOnce to 1
	set myParent to GetParentRef
	if myParent > 0
		set temphaveparent to 1
		if myParent.getdestroyed == 1
			setdestroyed 1
			set tempdestroyed to 1
		else
			setdestroyed 0
			set tempdestroyed to 0
		endif
	endif
endif
end

 

Currently, I have a mod that manages LLists. As a precaution it ignores (doesn't manage) any LList that has a script, as it could do special things that I don't forsee and might screw up.

 

However, this means it manages almost NO daedra LLists because of this script... but this script seem very useless.

It seems like it might have been an early attempt at LList garbage collection that was depreciated.

 

If it is indeed useless, I would like to be able to mark it as a "safe script" and manage LLists with it in my mod.

 

Any ideas as to whether it's safe to remove?

Edited by Leviathan1753
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Thanks for the reply, but I'm still wondering if it's useful.

 

Why would the LList keep spawning if the gate that contained its spawnpoint was non-existent? The only time spawnpoints spawn their LLists is when the cell is reset and the PC enters for the first time, which would never happen if the gate was closed, non-existent, since the PC couldn't re-enter.

 

I interpret to script as saying: "if you enter the area and it is non-existent, don't spawn anything." Which is an impossible paradox.

 

Also, what does destroying a LList even do? LLists are just "lists" referred to by spawnpoints to find out what they should place. The spawnpoint is what should be deleted.

Deleting a LList, in my understanding, would mean no other spawnpoints that used it could spawn.

 

Are you seeing something I'm missing?

Edited by Leviathan1753
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Here is how Tamriel gates works:

- initially they are disabled, all spawning points related to the gate are disabled too and all is green and beautiful

- at random times they open, which means that they pass to ENABLED state

- all objects that have the gate as a parent reference pass to enabled state too; so the spawning points related to the gate start to pour out daedra

- after you close the gate, it is in DESTROYED state, but still ENABLED, so its spawning points are enabled too: daedra keeps pouring out

- that script sets to DESTROYED state the spawning point (not the list in itself, but the reference based on that list) the next time you load that cell; a destroyed spawn point acts as a disabled one: no more daedra

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