Alternatives to PlaceAtMe?

Post » Tue Dec 29, 2009 7:02 pm

Okay, so the story is that I am making a mod (that I may or may not release depending on the results) that includes the player casting a spell, and if certain parameters have been met an item gets removed from the inventory but a movable activator is placed in front of them. Now, this is my first scripting project so I've been looking up functions as I've needed them, and I came across the PlaceAtMe which seemed perfect... apart from the whole thing saying that it causes savegame bloat.

The article I read does suggest two alternatives, but they concern the summoning of creatures or the spawning of an item, not activators. Also to be noted is that the activator can't just be teleported to the player, since part of the conditions for it to work is that it doesn't exist before the spell is cast. I don't want to use OBSE for this, but if I do then I will although I don't know how to get the CS working with it.

Any help and/or insight would be appreciated
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Jessica Colville
 
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Post » Tue Dec 29, 2009 11:23 pm

part of the conditions for it to work is that it doesn't exist before the spell is cast.

Help will probably depend on understanding this part. Existence in the game world is not the same as existence in the mod implementation. Disabled items exist but cannot be experienced, so "do not exist" as far as the player is concerned, so we'd need to know what prevents the item simply being disabled when not in use. If you're just trying to prevent two of them at once, enabling and disabling a singleton actually makes it easier.
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Vicky Keeler
 
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Post » Wed Dec 30, 2009 11:15 am

Well, you are correct in that last statement, I'm trying to make it so that there can only be one of said object. But how do I go about enabling and disabling a singleton?
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emma sweeney
 
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