puddles Posted August 19, 2016 Posted August 19, 2016 I'm in the process of overhauling some old scripts in the MG Blockhead mod, and I'm trying to decide which option will have the least immediate and/or long-term impact on the game/save file/stuff. When a non-persistent activator that will likely appear multiple times per play through causes 1-6 creatures (not NPCs) to spawn nearby and attack the player, is it better to: A) Reuse the same persistent variant of these creatures each time and have them teleport away/resurrect in a 'holding cell'. This would require having a script on the activator and all creatures, so we're looking at 12+ 'OnActivate' or 'OnDeath' scripts being added to the game. Use a leveled creature list entry to spawn non-persistent variants of the creature, to just be wiped over-time when the cell resets.
xartom Posted August 22, 2016 Posted August 22, 2016 You could have one activate script by using a player only token that calls for whatever you want done , and then could have some kind of token for the ondeath npcs too. Creature list entry would prob need wyrebash on user end, but would be easy.
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