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[LE] Want to PlaceAtMe 200+ unlootable gold coins in a pile and they properly clean themselves up. Best method for this?


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OptionIveTried1: PlaceAtMe(GoldCoin,200) and each coin has it's own OnCellDetach() --- Delete() script attached. But that's spawning 200 scripts all at once, sounds less than optimal to me

 

OptionIveTried2: Player.PlaceAtMe(GoldCoin) 200 times via a spell with an array script. Places them, and after a minute or so, re-array them to fade and delete

 

Both of the above work but seem bloaty to me. Can I exploit explosions or hazards or something to make this much cleaner? I understand explosions automatically clean themselves up

 

I also don't want a static model of a coin pile. I want each coin to react to havok independently

 

Edit: Skyrim*** And hmm maybe just place an invisible actor, unblock activation on the coins, then he activates/takes them, removeallitems, delete the actor...

Edited by Guest
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To the above, that's basically what my array does in the spell I cast. Still the same workload whether it's a spell or an activator, an array that does the work, then waits, and cleans up. Sadly this might be one of those things that may just be what it is. Was just hoping there was some other approach that escaped me.

 

And hey maybe my method/s work fine. I just get paranoid with save bloat and similar issues

Edited by Guest
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Save bloat is no issue as long as you delete the placed references when they are no longer needed, and you obviously taken care of that.

 

My way of handling my scripting paranoia is to script defensively. Just think about what could go wrong and try to handle that. There are mods out there that have really bad scripts that don't delete unused refs, still using RegisterForUpdate, and whatnot and not thinking twice about it.

Edited by Rasikko
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It's possible to make a single nif that has 200 coin meshes within it, each with havok physics. Each coin would need to be on its own sub node with its own collision. The coins would behave like separate loose coins but would all be invisibly linked together as a single object. However, don't ask me to explain how to do it, as I don't fully understand the process myself - it's something I stumbled upon while doing trial and error stuff in nifskope.

Edited by steve40
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