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[LE] What is wrong with my script ? :) [4]


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I just want to know your opinion about my Events

i Never before use so many Events in single Script and so many States

 

 

im doing good or bad ? :tongue:

 

my Script:

 

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What Tobi want to know: ( lel xD )

1) if Event is OUT of any State it is possible to activate this event all time?

2) Better is using on Time update or Game Hours update?

3) Unregister event is in good place?

 

Anything that i should know to make this script good?

 

//Edit: Script Update !

//Edit2: Script Update ! < now im testing this script InGame >

//Edit3: Script Update ! < new Spoiler and left old Script >

 

New Script ( Edit 3 )

 

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Script is working Fine light turn ON and turn OFF randomly

but idk why they turning ON one by one not all in same time :/...

Edited by TobiaszPL
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"Script is working Fine light turn ON and turn OFF randomly

but idk why they turning ON one by one not all in same time :/..."

That's the same problem i encountered with a similar Script i made for a cell with around 120 lights and their according static meshes (2 meshes per light).

The worst i encountered was that sometimes some lights (randomly) weren't synchronize with their according meshes, so you could see a light turning on but the actual lighted mesh would get in "enable state" a little bit later or vice versa..... - No Synchronization.

So i end up seperating the script and the functions to be handle by different activators and link lights & meshes to groups of xMarkers & xMarkers activators. Now everything works perfectly and synchronize, like a Swiss clock.

Sometimes is better not to let a single script handle everything, especially if you're dealing with a large - massive number of objects that they all need to do something at the same time.

Edited by maxarturo
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10 Lights and 10 Static :P

I dont have problem with Synchronization or i dont saw any while testing my script

 

but they should show in same second

Skyrim can't change 20 items in one sec ? :P OK xD

 

it should work like this:

<time> <des>

9:00 Player Enter Trigger and burn 5 Lights

10:00 One random light go OFF

12:00 Two random lights go OFF

13:00 One Random light go OFF

14:00 Last light go OFF

 

but if i enter Trigger lights go ON one by one

9:00 One Light go ON

9:01 One Light go ON

9:02 One Light go ON

...

...

 

this also look good but i want to add NICE *BOOM* effect to this when Lights got Fire up

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Question: Do all the lights in the form list eventually turn on?

 

If yes, the reason they do not all turn on at once is because the form list is being ran through and each light is turned on in sequence.

 

If you want, instantly, every light to turn on at the exact moment (barring any engine limitations to maximum number of lights) a different approach should be taken.

 

Place an xMarker and link all lights and corresponding statics. Be sure to set the xMarker as the "Enable State Parent" of each one.

Then instead of cycling the form list to turn on the lights, simply enable / disable the xMarker as needed. All the attached lights should turn on and off accordingly.

 

This is the same approach used by the game to enable all the objects associated with purchasing a home upgrade.

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