Talk:Quest scripts
From The Elder Scrolls Construction Set Wiki
[edit] Is that right?
- When would the "frame sync" be a problem? You can set it so it runs on the 1st frame, then the 2nd frame, then the 4th frame, etc. but does that really cause any problems?
- Also, I've run around a bit with both an object and a quest script running every frame - and indeed they both ran every frame. Are there circumstances where they don't?
- Spells can run in Travel and Wait menus too, can't they?
- Does anyone remember the particulars about quest variables resetting? (start a quest while it's running?)
--Haama 21:03, 10 February 2008 (EST)
- I've seen some oddities when using a quest script to constantly move an object via SetPos. Eg the object moves smoothly most of the time, but will occaisionally "jerk" as though it wasn't being updated regularly. Whether that's a quirk of the engine or an actual sync issue I couldn't say.
- Correct me if I'm wrong, but even quest scripts can only process once per frame, right? Meaning if you set fQuestDelayTime to 0.01, your script will only actually run 100 times per second if the game processes 100+ frames in that second. So as long as (fQuestDelayTime * 10^4) > (frames being processed per second), the quest should process every frame.
- Not sure about that one
- AFAIK it's only when you call StartQuest while the script is running.
- --Speedo 15:31, 16 February 2008 (EST)
[edit] Why is this?
Set fQuestDelayTime to how often you want the quest script to process, in seconds. If you set it to something very small (.01), it will effectively process every frame. If you set it to 0, the quest script will revert to the default processing time (every 5 seconds). Use this feature with caution -- in general, fQuestDelayTime should only be set less than 5 under very controlled and limited circumstances.
Woe unto you should you try this..... whats the big deal?
--Antares 22:20, 15 October 2008 (EDT)

