disi30 Posted August 25, 2016 Share Posted August 25, 2016 Quick question:Is it bad to use custom global variables?Does it mess up the players save game in any way? I read this Auto Text Replacement tutorial on the Creation Kit and they use a Global variable to update the objective of the quest like: "Chop <Global=FireWoodTotal> firewood for the keeper of the Vigilant! (<Global=FirewoodCurrent>/<Global=FirewoodTotal>)"The idea is to have a random amount and have a condition for the return dialogue to use the global variable as well. It is worth it to create a new global, just for this count or should I use a fixed number and not mention the numbers in the objective? Like: "Chop 30 firewood for the keeper of the Vigilant!"Then also have a static condition for the return dialogue. p.s. http://www.gamesas.com/too-many-globals-bad-t291554.htmlSo no problem?And use:Float Mod(Float afHowMuch)Modifies this global variable's value in a more thread-safe way. Safely increment variable from multiple scripts:http://www.creationkit.com/index.php?title=Safely_increment_variable_from_multiple_scripts Link to comment Share on other sites More sharing options...
Di0nysys Posted August 25, 2016 Share Posted August 25, 2016 Is it bad to use custom global variables?Does it mess up the players save game in any way? Nope. And it doesn't cause bloat either as it's a very tiny bit of data, in most cases, a single or double digit number. Link to comment Share on other sites More sharing options...
disi30 Posted August 25, 2016 Author Share Posted August 25, 2016 Is it bad to use custom global variables?Does it mess up the players save game in any way? Nope. And it doesn't cause bloat either as it's a very tiny bit of data, in most cases, a single or double digit number. Thank you, this makes other things easier as well. Instead complicated creation and use of conditional variables, you can just create a global instead. Link to comment Share on other sites More sharing options...
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