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Posted

Very simple question.

 

At what point does running multiple scripts on the player become a problem? Can I load him up? Or should I be careful not to bog the system down?

Posted (edited)

The game already has the player as an alias in over 100+ quests so unless you plan to go beyond that, I don't think there's any real issue, outside of OnUpdate registrations of course.

 

If you mean having multiple scripts attached to the same player alias, no idea.

Edited by Rasikko
Posted

If you are using the OnItemAdded and / or OnItemRemoved events especially on the player, be sure to use an inventory event filter. Otherwise, every time an item is added or removed from the player, those events will trigger. Even properly conditioned events will contribute to stack dumps should sufficient number of items pass into or out of the inventory in a short amount of time. Inventory event filters limit those events to running only when such filtered items pass into or out of the inventory. Not to say stack dumps won't still happen, but will help to alleviate such issues.

Posted

The only thing I'll add, if you don't know it already, use Actor Property PlayerREF Auto as the property for the player. It's way faster than Game.GetPlayer() in any script. It also auto-fills.

Posted

No worries. It's just that if I don't mention things, the other person may not know. Sometimes teaching a grandma to suck eggs is better than having her choke!

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