Summon Question

Post » Sat Feb 19, 2011 12:55 am

Alright I'm currently looking for a way to go about creating a spell that would allow for persistent summons, while not constricting the number of summons allowed, further I want the code not to take up 2000 lines of code(I'm not being lazy here I have written alot of code before and I know by now that using a script that is large will take a toll on the fps, especially when talking oblivion).

I need a way that would avoid game bloat, and allow for later deletion.

I'm thinking a script with an array, and a counter var, and use of the cloneform should be able to do this what I'm looking for is really just a direction I should take (or possibly avoid.)

Any and all advice would be appreciated

thanks in advance
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Gavin Roberts
 
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Post » Sat Feb 19, 2011 12:31 pm

I know by now that using a script that is large will take a toll on the fps, especially when talking oblivion

Why does everyone think that? It was true in Morrowind, it really isn't here. :P

Anyway, I'm pretty sure someone's already done this... maybe Supreme Magicka, or Midas? Check those mods out, see if you can find anything.
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Gracie Dugdale
 
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Post » Sat Feb 19, 2011 6:07 am

LAME has some persistent spells. Summons, shield, adsorb magica, chameleon etc
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Camden Unglesbee
 
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Post » Sat Feb 19, 2011 2:02 am

using a large script will in fact take a toll on fps, the same is true with having numerous scripts processing at the same time... now how large they can be is dependent on the processor of the pc, the effeciency of the program, needless to say one thing is true you write enough lines and it will slow down processing

but ya Oblivion is so much faster then morrowind(but its not the best)

lol anyways thanks for the suggestions I'll look into those I simply hate to reinvent the wheel(all the time anyways lol)
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Crystal Clear
 
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Post » Sat Feb 19, 2011 12:14 pm

Of course every script takes up cycles. But, test it yourself some time. The impact of any script that doesn't physically pick stuff up and move it around in the game world is negligible, even if there are a hundred copies of that script active every frame. The CPU is a bottleneck for Oblivion because of Havok and AI, not because of scripts. DragoonWraith convinced me of this with hard numbers. :)
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naomi
 
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Post » Sat Feb 19, 2011 7:02 am

Ok so I just went ahead and coded it blind,
I works great all thats left is to add a max
amount of summons, I left that out for now
since I dont have a monitor to Set/Increase
the max amount and want easy testing

Once I get the Base of my Lich mod done,
I'll go ahead and add the max into the code

thanks for all the advice guys


oh huh I would of thought that the scripts would of had a bigger effect,
lol they vastly improved the system, far beyond what I thought they did

and the havok and AI makes alot of sense that was one of the things I
wasnt thrilled about when oblivion came out...

Im not saying I dont like it, but its not the most important thing to me lol

thanks for the info though I will keep it in mind, I still wanna avoid the thousand lines of code for one feature(unless it was extremely amazing feature lmao)
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Cash n Class
 
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