Mishaxhi Posted December 19, 2012 Share Posted December 19, 2012 I'm pretty sure they do, yeah. It's why trigger zones work so well. Link to comment Share on other sites More sharing options...
llamaRCA Posted December 19, 2012 Share Posted December 19, 2012 I'm pretty sure they do, yeah. It's why trigger zones work so well. Oh, I didn't say I didn't believe him. I read something about it once and that filled in that bit of information for me without me really thinking about it. We don't get much discussion about the technical bits of the game where I spend most of my forum time; I've had to go hunting up what I've wanted to know and haven't always been successful finding it. Also, until now, I've never spent much time with object scripts except for companions' and I've never put much in them, although, if it's running that often, I'd have to agree with Xaranth, I would only want the bare minimum in there. Link to comment Share on other sites More sharing options...
RBRoAB Posted December 19, 2012 Author Share Posted December 19, 2012 I suppose with the number of mods and texture packs I'm using, I should try and be more efficient. But what difference is there in putting it in the quest script instead of the object script?Like how will it look different or what would I do differently..if anything Link to comment Share on other sites More sharing options...
Xaranth Posted December 19, 2012 Share Posted December 19, 2012 (edited) it could be placed in a variety of other scripts. Me, for things like that, I like to use quest Scripts, because there's no real need to be checking every frame whether the Protectron has gotten out of range. And I may be wrong, but I think all dialogue is attached to a quest form? So your protectron's dialogue should have a quest associated with it, yes? Which provides a convenient spot to plunk in those every few seconds tasks as opposed to the every frame tasks. But, as I've said before, I'm kind of OCD about efficiency. Edit: That's a lie. I'm not "kind of" OCD about efficiency. I'm completely neurotically OCD about efficiency. Object scripts run every frame? Huh, that's not what I've read before. That's perspective changing. Anything in the gameMode block on an object runs once each frame, so long as the object is present in the active cell. Well, every frame the game's not in menuMode, anyway. Now. You'd have to have a LOT of scripts chugging away to start to see a performance impact from scripting (Or do something silly like stick an unconditional placeAtMe in a gameMode block), but if you don't need it to run every frame, AND can offload it to something with a smaller processing impact, then that's the way I prefer to do things. Edit: @RBRoAB - A Quest script's gameMode block only triggers once each time the quest script goes off. The frequency with which the Quest Script fires can be controlled (The Quest Processing Delay) field, but by default, a quest script only fires once every three to four seconds, IIRC. My FNV game tends to hover between 55-60 FPS, so in a six second window, a quest script would have run twice, while an object script would have run anywhere from 240 to 360 times. Sometimes you need that kind of persistence and speed, but your moveto? Probably not. I don't know how far a player can move in the interval between quest script procs, but it's probably not much more than 750 units. So even if your get distance were 3999 and the player were moving directly away from your companion, they wouldn't get all that much farther - not enough to make the difference matter, surely. Edited December 19, 2012 by Xaranth Link to comment Share on other sites More sharing options...
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