Author Topic: OnStoreClosed Script  (Read 554 times)

Legacy_Xovian

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OnStoreClosed Script
« Reply #15 on: September 08, 2010, 11:48:05 pm »


               

TSMDude wrote...



Con: You must have it on your pallette
which when you have a large server this becomes noteworthy as it takes
up valuable resources.


Not a con:

Even if you put a store in that isn't on the pallette, you will be required to script the onopen and onclose, also taking resources, so it is a nil argument to say it uses resources. Anything in the game will use some form of
resource. Pallette or not. The other way around this is of course limiting the total amount of stores, every barkeep, and every seperate "type" of store just adds to such resource use. If they are narrowed down to only a couple or so for each module (even if different areas) this problem becomes a non-issue as well.



If you add the little extra of it cleaning every now and then like the systems I linked then what happens after the third player who opens the store it gets cleaned when that player leaves the area. It is nice and works like a charm and causes very little fuss.

It's easy to set how often you want something to clean, I prefer it be cleaned on every onclose (also prevents unintended trading...yes it does happen), but that's just my personal preference as a builder. To each their own, there is no "wrong" answer here.



In a "SP Module" though yours does indeed work much better.


I do prefer building single player, however my scripting resources i did for pw's also used this method, as playinga gm you could see (view triggers ect) the excess tags from it not being cleaned (depending on time limit, or if pc's are in the area ...ect). I also noted that players could run into these "dead" tags and it could forcefully switch their direction of movement, it also has a bad side effect for guards using WalkWayPoints. They can/will hit them, and stop walking their way points unless you are using an onheartbeat script to keep them going.



Did the OP who is the VIP specfiy if for MP or SP or just go MIA on the DL?

Good question, no idea.
Either way this thread has shown several viable ways of overcoming the OP's questions/comments.
               
               

               


                     Modifié par Xovian, 08 septembre 2010 - 10:50 .
                     
                  


            

Legacy_TSMDude

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OnStoreClosed Script
« Reply #16 on: September 09, 2010, 01:15:50 am »


               

Xovian wrote...

Not a con:

Even if you put a store in that isn't on the pallette, you will be required to script the onopen and onclose, also taking resources, so it is a nil argument to say it uses resources. Anything in the game will use some form of
resource. Pallette or not. The other way around this is of course limiting the total amount of stores, every barkeep, and every seperate "type" of store just adds to such resource use. If they are narrowed down to only a couple or so for each module (even if different areas) this problem becomes a non-issue as well.


I stand corrected as I can see how you could do it via On Open and On Close so I guess it is just a matter of preference as both use/save resources in different ways.