Author Topic: Setting local variables on newly-created objects  (Read 416 times)

Legacy_WhiZard

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Setting local variables on newly-created objects
« Reply #15 on: May 23, 2014, 07:16:43 am »


               

Ahh, yes, size modification.  The good old days of using a double axe with a tower shield.  Sounds more impressive than it actually is...



               
               

               
            

Legacy_Proleric

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Setting local variables on newly-created objects
« Reply #16 on: May 23, 2014, 07:25:41 am »


               

...It is a client bug similar to the bug with static objects. Just like when you destroy a static object and it will stay visible to the PC until they leave the rendering range and return...

Drifting slightly off topic, I'd thought static objects had to be... well, static? In the past, I recall client crashes that went away when I realised I was unintentionally deleting a static placeable. If there's a way to do that reliably (even if it involves re-entering the area) I'd love to know; the problem with dynamic objects is, of course, that they don't render at a distance.
               
               

               
            

Legacy_FunkySwerve

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Setting local variables on newly-created objects
« Reply #17 on: May 23, 2014, 06:23:02 pm »


               

From my limited recollection, the only way to Get a static object is to have spawned it in a script. It IS possible to create and destroy them, still, I think, in that fashion. In that way, a spawned-in 'static' place isn't a true static place - it's not baked into the tiles. Other than that situation, I THINK all the Get-ing functions ignore statics completely. I don't recall any issues with doing that causing crashing, however.


 


Funky



               
               

               
            

Legacy_Proleric

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Setting local variables on newly-created objects
« Reply #18 on: May 23, 2014, 11:09:48 pm »


               I updated the Lexicon entry for the SetLocal... functions and CreateObject.