Deleted3412590User Posted December 31, 2017 Share Posted December 31, 2017 (edited) 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 January 1, 2018 by Guest Link to comment Share on other sites More sharing options...
Thandal Posted December 31, 2017 Share Posted December 31, 2017 Which game? Link to comment Share on other sites More sharing options...
tylitalo Posted January 1, 2018 Share Posted January 1, 2018 IMHO, I think I'd try an explosion for this. Guessing even that would play havok (no pun intended) with the engine on an average rig, though. Link to comment Share on other sites More sharing options...
HeyYou Posted January 1, 2018 Share Posted January 1, 2018 How about create a 'new' gold coin object, that you cannot interact with. Then, run a script to generate your pile...... leave it for the appropriate amount of time, then run another script stage to delete them all...... Link to comment Share on other sites More sharing options...
Deleted3412590User Posted January 1, 2018 Author Share Posted January 1, 2018 (edited) 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 January 1, 2018 by Guest Link to comment Share on other sites More sharing options...
Evangela Posted January 2, 2018 Share Posted January 2, 2018 (edited) 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 January 2, 2018 by Rasikko Link to comment Share on other sites More sharing options...
steve40 Posted January 2, 2018 Share Posted January 2, 2018 (edited) 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 January 7, 2018 by steve40 Link to comment Share on other sites More sharing options...
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