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[LE] Script Scenario


ajs52698

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Imagine you want a object to move when activated. You could place a script on the object which has a "onactivate" event and then run a function. Or, you could attach a script to a perk which has a entry point conditioned to only run on said object. Which option would be better for performance? In my mind, I imagine a situation in which there many objects in the world with a script which is worse than just a single script on a perk handling everything. Just posting here for anyone who could clarify this.

 

Edited for clarification

Edited by ajs52698
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Depends on what the object is & what you want it to be doing or what purpose serves (except moving).

- You could place a script that OnActivate will enable/disable a chain of the object clones to mimic the moving effect.

- You could make it animated through quest stages.

- You could place a set position on the object's script.

- You could place the object in an already animated object an make the animated object invisible so that you could only see your object moving. Make one object in NifSkope.


* You need to specify, be more clear with what you want to do.

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Rather than have multiple objects with scripts, have a script on a perk which handles what the scripts on the objects would do. therefore reducing the amount of instances of object with scripts attached to them. Is this any clearer?

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Then i would go with.

- place a set position on the object's script.

- place the object in an already animated object an make the animated object invisible so that you could only see your object moving. No perks, No scripts, just activat the invisible animated object.

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