EPDGaffney Posted January 26, 2018 Share Posted January 26, 2018 (edited) So, I'm starting to think that Object scripts with GameMode blocks don't actually run if you're not in the cell. My timer variable stops updating as soon as I leave. Can anyone confirm or add to this? Edit: Yeah, basically nothing in a GameMode block in an object script seems to do a blessed thing if I'm in a different cell. I think that was someone's way of optimising things. Actually, I kind of like it. I've noticed no slowdown based on lots of GameMode scripts, and I have no doubt this is a good portion of why. If you need your GameMode block to run when in a different cell, provided I'm right about this, you use a quest script, and otherwise, this is convenient and workable. Edited January 26, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
GeneralGred Posted January 28, 2018 Author Share Posted January 28, 2018 (edited) Yes your correct, this was a major roadblock early in the mod's development when I was designing the house power infrastructure, I had to use quest scripting to keep the calculations running outside the cell and through time skips. Object scripts only work in the same cell. Edited January 28, 2018 by General Gred Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 29, 2018 Share Posted January 29, 2018 I always use quest scripts when I have a GameMode block, and turn them on or off as needed, so I never knew about this till I tried to help someone else with their object script with its GameMode block. I would like some confirmation that this means it's really not a poor modding decision to use GameMode in an object script relatively often. Link to comment Share on other sites More sharing options...
GeneralGred Posted January 29, 2018 Author Share Posted January 29, 2018 The truth is you'd need a massive amount of Object Gamemode blocks to actually put a dent in performance. My house is filled with them and I have no issues, I'd say I currently have about 50 to 70 objects running Gamemode blocks at a time. Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 29, 2018 Share Posted January 29, 2018 (edited) I'm not surprised. I think a lot of the talk against them comes from older forms of this engine, and may have had something to do with the hardware that was common at that time, compounded by an inefficient optimising code that ran object scripts regardless of whether or not the object was present in the loaded cell (though I have no personal experience with anything but New Vegas, as far as mods/modding or significant time playing are concerned; this is just what I've been led to understand). Now the real question is, what impact does a quest script have if it's never turned off, how many quests would it take to make this impact significant (factoring in all the variables like different functions and amounts of functions and all that), and what can be said on the subject of low quest delays. I haven't noticed any problems with quests updating as frequently as every .1 seconds even. I'm still very careful to turn my scripts on and off as they become necessary and unnecessary, just to be certain I don't add to any impact anything may have, but the whole thing is very intriguing. Edited January 29, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
GeneralGred Posted January 29, 2018 Author Share Posted January 29, 2018 The way I see it the thing to keep close tabs on is Gamemode blocks with physical scripts. The one room in my mod that does cause performance issues is the armory, it has dynamic display and so every item is being constantly updated with MoveToEditorLocation. I've done three passes on optimizing these scripts and performance gets better each time, but it still hammers my FPS when the armory is fully stocked. I use safeguards to disable the weapons whenever the case is closed or the player is out of the room to restore the performance. I'm still trying to find a better way, but I think I may have it optimized as good as it will get. Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 30, 2018 Share Posted January 30, 2018 Could you explain a bit exactly what's the function of that room and why would it cause performance loss? Link to comment Share on other sites More sharing options...
GeneralGred Posted January 31, 2018 Author Share Posted January 31, 2018 One of my goals in modding is to create new experiences without losing immersion, to do this I innovate using scripts and I don't use new models/textures. So because of this any items I want to display I have to use the item's world model and then use scripts to keep it in place. This room in particular has a massive amount of these items (all weapons including DLC plus ammo and some armor). It basically adds up when every piece is showing, now the scripts that hold them in place is on their parent containers so it's condensed but still its a lot of scripting in a small space. Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 31, 2018 Share Posted January 31, 2018 I'm still a little confused but I'd like to help you optimise your script if I may. You use a script to keep what in place, exactly, the items? And is this for every item/weapon in the game or just the ones the player has put in this room or what? Could I see some of your script? Link to comment Share on other sites More sharing options...
GeneralGred Posted January 31, 2018 Author Share Posted January 31, 2018 (edited) Here is one of the weapon display scripts, as you'll see I have taken steps to disable the weapons at any point the display case is closed or the player is out the room (defined by Positions): scn GMArmoryContMeleeScriptBegin Gamemode if (player.GetPos Z < 7700) && (player.GetInCell GMMansion == 1) && (player.GetPos Y < 950) if (GMArmoryWeaponHatchRef01.GetOpenState != 3) GMArmoryWeapRefRollingPin.ToggleObjectCollision 0 GMArmoryWeapRefLeadPipe.ToggleObjectCollision 0 GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 0 GMArmoryWeapRefTireIron.ToggleObjectCollision 0 GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 0 GMArmoryWeapRefPoolCue.ToggleObjectCollision 0 GMArmoryWeapRefBaseballBat.ToggleObjectCollision 0 GMArmoryWeapRefSuperSledge.ToggleObjectCollision 0 GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 0 GMArmoryWeapRefSledgehammer.ToggleObjectCollision 0 GMArmoryWeapRefRebarClub.ToggleObjectCollision 0 GMArmoryWeapRef9Iron.ToggleObjectCollision 0 GMArmoryWeapRefGolfDriver.ToggleObjectCollision 0 GMArmoryWeapRefSpear.ToggleObjectCollision 0 GMArmoryWeapRefCombatKnife.ToggleObjectCollision 0 GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 0 GMArmoryWeapRefKnife.ToggleObjectCollision 0 GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 0 GMArmoryWeapRefStraightRazor.ToggleObjectCollision 0 GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 0 GMArmoryWeapRefCleaver.ToggleObjectCollision 0 GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 0 GMArmoryWeapRefMachete.ToggleObjectCollision 0 GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 0 GMArmoryWeapRefFireAxe.ToggleObjectCollision 0 GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 0 GMArmoryWeapRefHatchet.ToggleObjectCollision 0 GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 0 GMArmoryWeapRefRipper.ToggleObjectCollision 0 GMArmoryWeapRefChainsaw.ToggleObjectCollision 0 GMArmoryWeapRefThermicLance.ToggleObjectCollision 0 GMArmoryWeapRefShishkebab.ToggleObjectCollision 0 GMArmoryWeapRefCattleProd.ToggleObjectCollision 0 GMArmoryWeapRefPowerFist.ToggleObjectCollision 0 GMArmoryWeapRefZapGlove.ToggleObjectCollision 0 GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 0 GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 0 GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 0 GMArmoryWeapRefBallisticFist.ToggleObjectCollision 0 GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 0 GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 0 GMArmoryWeapRefDogTagFist.ToggleObjectCollision 0 GMArmoryWeapRefBoxingTape.ToggleObjectCollision 0 GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 0 GMArmoryWeapRefNailBoard.ToggleObjectCollision 0 GMArmoryWeapRefShovel.ToggleObjectCollision 0 if (GetItemCount WeapPowerFist >= 1) GMArmoryWeapRefPowerFist.enable 0 GMArmoryWeapRefPowerFist.MoveToEditorPosition elseif (GetItemCount WeapPowerFist <= 0) GMArmoryWeapRefPowerFist.disable endif if (GetItemCount WeapNVZapGlove >= 1) GMArmoryWeapRefZapGlove.enable 0 GMArmoryWeapRefZapGlove.MoveToEditorPosition elseif (GetItemCount WeapNVZapGlove <= 0) GMArmoryWeapRefZapGlove.disable endif if (GetItemCount WeapNVZapGloveUnique >= 1) GMArmoryWeapRefZapGloveUnique.enable 0 GMArmoryWeapRefZapGloveUnique.MoveToEditorPosition elseif (GetItemCount WeapNVZapGloveUnique <= 0) GMArmoryWeapRefZapGloveUnique.disable endif if (GetItemCount WeapNVDisplacerGlove >= 1) GMArmoryWeapRefDisplacerGlove.enable 0 GMArmoryWeapRefDisplacerGlove.MoveToEditorPosition elseif (GetItemCount WeapNVDisplacerGlove <= 0) GMArmoryWeapRefDisplacerGlove.disable endif if (GetItemCount WeapNVDisplacerGloveUnique >= 1) GMArmoryWeapRefDisplacerGloveUnique.enable 0 GMArmoryWeapRefDisplacerGloveUnique.MoveToEditorPosition elseif (GetItemCount WeapNVDisplacerGloveUnique <= 0) GMArmoryWeapRefDisplacerGloveUnique.disable endif if (GetItemCount WeapNVBallisticFist >= 1) GMArmoryWeapRefBallisticFist.enable 0 GMArmoryWeapRefBallisticFist.MoveToEditorPosition elseif (GetItemCount WeapNVBallisticFist <= 0) GMArmoryWeapRefBallisticFist.disable endif if (GetItemCount WeapNVBoxingGloves >= 1) GMArmoryWeapRefBoxingGloves.enable 0 GMArmoryWeapRefBoxingGloves.MoveToEditorPosition elseif (GetItemCount WeapNVBoxingGloves <= 0) GMArmoryWeapRefBoxingGloves.disable endif if (GetItemCount WeapNVBoxingGoldenGloves >= 1) GMArmoryWeapRefBoxingGoldenGloves.enable 0 GMArmoryWeapRefBoxingGoldenGloves.MoveToEditorPosition elseif (GetItemCount WeapNVBoxingGoldenGloves <= 0) GMArmoryWeapRefBoxingGoldenGloves.disable endif if (GetItemCount WeapNVDogTagFist >= 1) GMArmoryWeapRefDogTagFist.enable 0 GMArmoryWeapRefDogTagFist.MoveToEditorPosition elseif (GetItemCount WeapNVDogTagFist <= 0) GMArmoryWeapRefDogTagFist.disable endif if (GetItemCount WeapNVBoxingTape >= 1) GMArmoryWeapRefBoxingTape.enable 0 GMArmoryWeapRefBoxingTape.MoveToEditorPosition elseif (GetItemCount WeapNVBoxingTape <= 0) GMArmoryWeapRefBoxingTape.disable endif if (GetItemCount WeapNVThrowingKnife >= 1) GMArmoryWeapRefThrowingKnife.enable 0 GMArmoryWeapRefThrowingKnife.MoveToEditorPosition elseif (GetItemCount WeapNVThrowingKnife <= 0) GMArmoryWeapRefThrowingKnife.disable endif if (GetItemCount WeapRollingPin >= 1) GMArmoryWeapRefRollingPin.enable 0 GMArmoryWeapRefRollingPin.MoveToEditorPosition elseif (GetItemCount WeapRollingPin <= 0) GMArmoryWeapRefRollingPin.disable endif if (GetItemCount WeapLeadPipe >= 1) GMArmoryWeapRefLeadPipe.enable 0 GMArmoryWeapRefLeadPipe.MoveToEditorPosition elseif (GetItemCount WeapLeadPipe <= 0) GMArmoryWeapRefLeadPipe.disable endif if (GetItemCount WeapNVLeadPipeUnique >= 1) GMArmoryWeapRefLeadPipeUnique.enable 0 GMArmoryWeapRefLeadPipeUnique.MoveToEditorPosition elseif (GetItemCount WeapNVLeadPipeUnique <= 0) GMArmoryWeapRefLeadPipeUnique.disable endif if (GetItemCount WeapTireIron >= 1) GMArmoryWeapRefTireIron.enable 0 GMArmoryWeapRefTireIron.MoveToEditorPosition elseif (GetItemCount WeapTireIron <= 0) GMArmoryWeapRefTireIron.disable endif if (GetItemCount WeapPoliceBaton >= 1) GMArmoryWeapRefPoliceBaton.enable 0 GMArmoryWeapRefPoliceBaton.MoveToEditorPosition elseif (GetItemCount WeapPoliceBaton <= 0) GMArmoryWeapRefPoliceBaton.disable endif if (GetItemCount WeapPoolCue >= 1) GMArmoryWeapRefPoolCue.enable 0 GMArmoryWeapRefPoolCue.MoveToEditorPosition elseif (GetItemCount WeapPoolCue <= 0) GMArmoryWeapRefPoolCue.disable endif if (GetItemCount WeapBaseballBat >= 1) GMArmoryWeapRefBaseballBat.enable 0 GMArmoryWeapRefBaseballBat.MoveToEditorPosition elseif (GetItemCount WeapBaseballBat <= 0) GMArmoryWeapRefBaseballBat.disable endif if (GetItemCount WeapSuperSledge >= 1) GMArmoryWeapRefSuperSledge.enable 0 GMArmoryWeapRefSuperSledge.MoveToEditorPosition elseif (GetItemCount WeapSuperSledge <= 0) GMArmoryWeapRefSuperSledge.disable endif if (GetItemCount WeapSuperSledgeUnique >= 1) GMArmoryWeapRefSuperSledgeUnique.enable 0 GMArmoryWeapRefSuperSledgeUnique.MoveToEditorPosition elseif (GetItemCount WeapSuperSledgeUnique <= 0) GMArmoryWeapRefSuperSledgeUnique.disable endif if (GetItemCount WeapSledgehammer >= 1) GMArmoryWeapRefSledgehammer.enable 0 GMArmoryWeapRefSledgehammer.MoveToEditorPosition elseif (GetItemCount WeapSledgehammer <= 0) GMArmoryWeapRefSledgehammer.disable endif if (GetItemCount WeapNVRebarClub >= 1) GMArmoryWeapRefRebarClub.enable 0 GMArmoryWeapRefRebarClub.MoveToEditorPosition elseif (GetItemCount WeapNVRebarClub <= 0) GMArmoryWeapRefRebarClub.disable endif if (GetItemCount WeapNV9iron >= 1) GMArmoryWeapRef9Iron.enable 0 GMArmoryWeapRef9Iron.MoveToEditorPosition elseif (GetItemCount WeapNV9iron <= 0) GMArmoryWeapRef9Iron.disable endif if (GetItemCount WeapNVDriverUnique >= 1) GMArmoryWeapRefGolfDriver.enable 0 GMArmoryWeapRefGolfDriver.MoveToEditorPosition elseif (GetItemCount WeapNVDriverUnique <= 0) GMArmoryWeapRefGolfDriver.disable endif if (GetItemCount WeapNVThrowingSpear >= 1) GMArmoryWeapRefSpear.enable 0 GMArmoryWeapRefSpear.MoveToEditorPosition elseif (GetItemCount WeapNVThrowingSpear <= 0) GMArmoryWeapRefSpear.disable endif if (GetItemCount WeapKnifeCombat >= 1) GMArmoryWeapRefCombatKnife.enable 0 GMArmoryWeapRefCombatKnife.MoveToEditorPosition elseif (GetItemCount WeapKnifeCombat <= 0) GMArmoryWeapRefCombatKnife.disable endif if (GetItemCount WeapNVKnifeCombatUnique >= 1) GMArmoryWeapRefCombatKnifeUnique.enable 0 GMArmoryWeapRefCombatKnifeUnique.MoveToEditorPosition elseif (GetItemCount WeapNVKnifeCombatUnique <= 0) GMArmoryWeapRefCombatKnifeUnique.disable endif if (GetItemCount WeapKnife >= 1) GMArmoryWeapRefKnife.enable 0 GMArmoryWeapRefKnife.MoveToEditorPosition elseif (GetItemCount WeapKnife <= 0) GMArmoryWeapRefKnife.disable endif if (GetItemCount WeapSwitchBlade >= 1) GMArmoryWeapRefSwitchBlade.enable 0 GMArmoryWeapRefSwitchBlade.MoveToEditorPosition elseif (GetItemCount WeapSwitchBlade <= 0) GMArmoryWeapRefSwitchBlade.disable endif if (GetItemCount WeapNVStraightRazor >= 1) GMArmoryWeapRefStraightRazor.enable 0 GMArmoryWeapRefStraightRazor.MoveToEditorPosition elseif (GetItemCount WeapNVStraightRazor <= 0) GMArmoryWeapRefStraightRazor.disable endif if (GetItemCount WeapNVStraightRazorUnique >= 1) GMArmoryWeapRefStraightRazorUnique.enable 0 GMArmoryWeapRefStraightRazorUnique.MoveToEditorPosition elseif (GetItemCount WeapNVStraightRazorUnique <= 0) GMArmoryWeapRefStraightRazorUnique.disable endif if (GetItemCount WeapNVCleaver >= 1) GMArmoryWeapRefCleaver.enable 0 GMArmoryWeapRefCleaver.MoveToEditorPosition elseif (GetItemCount WeapNVCleaver <= 0) GMArmoryWeapRefCleaver.disable endif if (GetItemCount WeapNVCleaverUnique >= 1) GMArmoryWeapRefCleaverUnique.enable 0 GMArmoryWeapRefCleaverUnique.MoveToEditorPosition elseif (GetItemCount WeapNVCleaverUnique <= 0) GMArmoryWeapRefCleaverUnique.disable endif if (GetItemCount WeapNVMachete >= 1) GMArmoryWeapRefMachete.enable 0 GMArmoryWeapRefMachete.MoveToEditorPosition elseif (GetItemCount WeapNVMachete <= 0) GMArmoryWeapRefMachete.disable endif if (GetItemCount WeapNVMacheteGladius >= 1) GMArmoryWeapRefMacheteGladius.enable 0 GMArmoryWeapRefMacheteGladius.MoveToEditorPosition elseif (GetItemCount WeapNVMacheteGladius <= 0) GMArmoryWeapRefMacheteGladius.disable endif if (GetItemCount WeapNVFireaxe >= 1) GMArmoryWeapRefFireAxe.enable 0 GMArmoryWeapRefFireAxe.MoveToEditorPosition elseif (GetItemCount WeapNVFireaxe <= 0) GMArmoryWeapRefFireAxe.disable endif if (GetItemCount WeapNVFireaxeUnique >= 1) GMArmoryWeapRefFireAxeUnique.enable 0 GMArmoryWeapRefFireAxeUnique.MoveToEditorPosition elseif (GetItemCount WeapNVFireaxeUnique <= 0) GMArmoryWeapRefFireAxeUnique.disable endif if (GetItemCount WeapNVHatchet >= 1) GMArmoryWeapRefHatchet.enable 0 GMArmoryWeapRefHatchet.MoveToEditorPosition elseif (GetItemCount WeapNVHatchet <= 0) GMArmoryWeapRefHatchet.disable endif if (GetItemCount WeapNVThrowingHatchet >= 1) GMArmoryWeapRefThrowingHatchet.enable 0 GMArmoryWeapRefThrowingHatchet.MoveToEditorPosition elseif (GetItemCount WeapNVThrowingHatchet <= 0) GMArmoryWeapRefThrowingHatchet.disable endif if (GetItemCount WeapRipper >= 1) GMArmoryWeapRefRipper.enable 0 GMArmoryWeapRefRipper.MoveToEditorPosition elseif (GetItemCount WeapRipper <= 0) GMArmoryWeapRefRipper.disable endif if (GetItemCount WeapNVChainsaw >= 1) GMArmoryWeapRefChainsaw.enable 0 GMArmoryWeapRefChainsaw.MoveToEditorPosition elseif (GetItemCount WeapNVChainsaw <= 0) GMArmoryWeapRefChainsaw.disable endif if (GetItemCount WeapThermicLance >= 1) GMArmoryWeapRefThermicLance.enable 0 GMArmoryWeapRefThermicLance.MoveToEditorPosition elseif (GetItemCount WeapThermicLance <= 0) GMArmoryWeapRefThermicLance.disable endif if (GetItemCount WeapShishkebab >= 1) GMArmoryWeapRefShishkebab.enable 0 GMArmoryWeapRefShishkebab.MoveToEditorPosition elseif (GetItemCount WeapShishkebab <= 0) GMArmoryWeapRefShishkebab.disable endif if (GetItemCount WeapCattleProd >= 1) GMArmoryWeapRefCattleProd.enable 0 GMArmoryWeapRefCattleProd.MoveToEditorPosition elseif (GetItemCount WeapCattleProd <= 0) GMArmoryWeapRefCattleProd.disable endif if (GetItemCount WeapNailBoard >= 1) GMArmoryWeapRefNailBoard.enable 0 GMArmoryWeapRefNailBoard.MoveToEditorPosition elseif (GetItemCount WeapNailBoard <= 0) GMArmoryWeapRefNailBoard.disable endif if (GetItemCount WeapShovel >= 1) GMArmoryWeapRefShovel.enable 0 GMArmoryWeapRefShovel.MoveToEditorPosition elseif (GetItemCount WeapShovel <= 0) GMArmoryWeapRefShovel.disable endif elseif (GMArmoryWeaponHatchRef01.GetOpenState == 3) GMArmoryWeapRefRollingPin.disable GMArmoryWeapRefLeadPipe.disable GMArmoryWeapRefLeadPipeUnique.disable GMArmoryWeapRefTireIron.disable GMArmoryWeapRefPoliceBaton.disable GMArmoryWeapRefPoolCue.disable GMArmoryWeapRefBaseballBat.disable GMArmoryWeapRefSuperSledge.disable GMArmoryWeapRefSuperSledgeUnique.disable GMArmoryWeapRefSledgehammer.disable GMArmoryWeapRefRebarClub.disable GMArmoryWeapRef9Iron.disable GMArmoryWeapRefGolfDriver.disable GMArmoryWeapRefSpear.disable GMArmoryWeapRefCombatKnife.disable GMArmoryWeapRefCombatKnifeUnique.disable GMArmoryWeapRefKnife.disable GMArmoryWeapRefSwitchBlade.disable GMArmoryWeapRefStraightRazor.disable GMArmoryWeapRefStraightRazorUnique.disable GMArmoryWeapRefCleaver.disable GMArmoryWeapRefCleaverUnique.disable GMArmoryWeapRefMachete.disable GMArmoryWeapRefMacheteGladius.disable GMArmoryWeapRefFireAxe.disable GMArmoryWeapRefFireAxeUnique.disable GMArmoryWeapRefHatchet.disable GMArmoryWeapRefThrowingHatchet.disable GMArmoryWeapRefRipper.disable GMArmoryWeapRefChainsaw.disable GMArmoryWeapRefThermicLance.disable GMArmoryWeapRefShishkebab.disable GMArmoryWeapRefCattleProd.disable GMArmoryWeapRefPowerFist.disable GMArmoryWeapRefZapGlove.disable GMArmoryWeapRefZapGloveUnique.disable GMArmoryWeapRefDisplacerGlove.disable GMArmoryWeapRefDisplacerGloveUnique.disable GMArmoryWeapRefBallisticFist.disable GMArmoryWeapRefBoxingGloves.disable GMArmoryWeapRefBoxingGoldenGloves.disable GMArmoryWeapRefDogTagFist.disable GMArmoryWeapRefBoxingTape.disable GMArmoryWeapRefThrowingKnife.disable GMArmoryWeapRefNailBoard.disable GMArmoryWeapRefShovel.disable GMArmoryWeapRefRollingPin.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipe.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 1 GMArmoryWeapRefTireIron.ToggleObjectCollision 1 GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 1 GMArmoryWeapRefPoolCue.ToggleObjectCollision 1 GMArmoryWeapRefBaseballBat.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledge.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 1 GMArmoryWeapRefSledgehammer.ToggleObjectCollision 1 GMArmoryWeapRefRebarClub.ToggleObjectCollision 1 GMArmoryWeapRef9Iron.ToggleObjectCollision 1 GMArmoryWeapRefGolfDriver.ToggleObjectCollision 1 GMArmoryWeapRefSpear.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnife.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 1 GMArmoryWeapRefKnife.ToggleObjectCollision 1 GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazor.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 1 GMArmoryWeapRefCleaver.ToggleObjectCollision 1 GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 1 GMArmoryWeapRefMachete.ToggleObjectCollision 1 GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 1 GMArmoryWeapRefFireAxe.ToggleObjectCollision 1 GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 1 GMArmoryWeapRefHatchet.ToggleObjectCollision 1 GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 1 GMArmoryWeapRefRipper.ToggleObjectCollision 1 GMArmoryWeapRefChainsaw.ToggleObjectCollision 1 GMArmoryWeapRefThermicLance.ToggleObjectCollision 1 GMArmoryWeapRefShishkebab.ToggleObjectCollision 1 GMArmoryWeapRefCattleProd.ToggleObjectCollision 1 GMArmoryWeapRefPowerFist.ToggleObjectCollision 1 GMArmoryWeapRefZapGlove.ToggleObjectCollision 1 GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefBallisticFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 1 GMArmoryWeapRefDogTagFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingTape.ToggleObjectCollision 1 GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 1 GMArmoryWeapRefNailBoard.ToggleObjectCollision 1 GMArmoryWeapRefShovel.ToggleObjectCollision 1 endif elseif (player.GetPos Z > 7700) && (player.GetPos Z < 7800) GMArmoryWeapRefRollingPin.disable GMArmoryWeapRefLeadPipe.disable GMArmoryWeapRefLeadPipeUnique.disable GMArmoryWeapRefTireIron.disable GMArmoryWeapRefPoliceBaton.disable GMArmoryWeapRefPoolCue.disable GMArmoryWeapRefBaseballBat.disable GMArmoryWeapRefSuperSledge.disable GMArmoryWeapRefSuperSledgeUnique.disable GMArmoryWeapRefSledgehammer.disable GMArmoryWeapRefRebarClub.disable GMArmoryWeapRef9Iron.disable GMArmoryWeapRefGolfDriver.disable GMArmoryWeapRefSpear.disable GMArmoryWeapRefCombatKnife.disable GMArmoryWeapRefCombatKnifeUnique.disable GMArmoryWeapRefKnife.disable GMArmoryWeapRefSwitchBlade.disable GMArmoryWeapRefStraightRazor.disable GMArmoryWeapRefStraightRazorUnique.disable GMArmoryWeapRefCleaver.disable GMArmoryWeapRefCleaverUnique.disable GMArmoryWeapRefMachete.disable GMArmoryWeapRefMacheteGladius.disable GMArmoryWeapRefFireAxe.disable GMArmoryWeapRefFireAxeUnique.disable GMArmoryWeapRefHatchet.disable GMArmoryWeapRefThrowingHatchet.disable GMArmoryWeapRefRipper.disable GMArmoryWeapRefChainsaw.disable GMArmoryWeapRefThermicLance.disable GMArmoryWeapRefShishkebab.disable GMArmoryWeapRefCattleProd.disable GMArmoryWeapRefPowerFist.disable GMArmoryWeapRefZapGlove.disable GMArmoryWeapRefZapGloveUnique.disable GMArmoryWeapRefDisplacerGlove.disable GMArmoryWeapRefDisplacerGloveUnique.disable GMArmoryWeapRefBallisticFist.disable GMArmoryWeapRefBoxingGloves.disable GMArmoryWeapRefBoxingGoldenGloves.disable GMArmoryWeapRefDogTagFist.disable GMArmoryWeapRefBoxingTape.disable GMArmoryWeapRefThrowingKnife.disable GMArmoryWeapRefNailBoard.disable GMArmoryWeapRefShovel.disable GMArmoryWeapRefRollingPin.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipe.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 1 GMArmoryWeapRefTireIron.ToggleObjectCollision 1 GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 1 GMArmoryWeapRefPoolCue.ToggleObjectCollision 1 GMArmoryWeapRefBaseballBat.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledge.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 1 GMArmoryWeapRefSledgehammer.ToggleObjectCollision 1 GMArmoryWeapRefRebarClub.ToggleObjectCollision 1 GMArmoryWeapRef9Iron.ToggleObjectCollision 1 GMArmoryWeapRefGolfDriver.ToggleObjectCollision 1 GMArmoryWeapRefSpear.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnife.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 1 GMArmoryWeapRefKnife.ToggleObjectCollision 1 GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazor.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 1 GMArmoryWeapRefCleaver.ToggleObjectCollision 1 GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 1 GMArmoryWeapRefMachete.ToggleObjectCollision 1 GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 1 GMArmoryWeapRefFireAxe.ToggleObjectCollision 1 GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 1 GMArmoryWeapRefHatchet.ToggleObjectCollision 1 GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 1 GMArmoryWeapRefRipper.ToggleObjectCollision 1 GMArmoryWeapRefChainsaw.ToggleObjectCollision 1 GMArmoryWeapRefThermicLance.ToggleObjectCollision 1 GMArmoryWeapRefShishkebab.ToggleObjectCollision 1 GMArmoryWeapRefCattleProd.ToggleObjectCollision 1 GMArmoryWeapRefPowerFist.ToggleObjectCollision 1 GMArmoryWeapRefZapGlove.ToggleObjectCollision 1 GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefBallisticFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 1 GMArmoryWeapRefDogTagFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingTape.ToggleObjectCollision 1 GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 1 GMArmoryWeapRefNailBoard.ToggleObjectCollision 1 GMArmoryWeapRefShovel.ToggleObjectCollision 1 endifEnd Edited January 31, 2018 by General Gred Link to comment Share on other sites More sharing options...
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