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Least bloat-causing / system-straining scripting option


puddles

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Posted

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.

 

B) Use a leveled creature list entry to spawn non-persistent variants of the creature, to just be wiped over-time when the cell resets.

Posted

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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