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script issue. script stops executing after it finishes about 10 times...


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#1
Noob766

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 So I'm having issues with my script. It seems that the engine stops it from running after it works successfully about 10 times. (I have no Idea what would cause this). The script is slightly processor heavy but it ins't anywhere near the max limit of 131072. I don't think anyway.

Has this ever happened to anyone or does anyone know why or how to fix it?

Modifié par Noob766, 25 avril 2010 - 09:29 .


#2
GaMer 1974

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I have the proplem also i will comment again when i get my head around it

#3
Noob766

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the only thing I can think of is that it's because the toolset is outdated.. or they threw something into the engine to kill heavy scripts. but I really have no Idea.

Modifié par Noob766, 26 avril 2010 - 12:45 .


#4
CID-78

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what is the "heavy" script doing? maybe you can lighten the load.

#5
Noob766

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An effects handler... pulls them off when combat ends. puts them back when combat starts...

#6
CID-78

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maybe it's a time for a refactoring.



*is there effect that can be solved diffrently?

*is there effect that won't hurt if they are on all the time.

*is there effect that can coop.and lighten the code weight

*is it possible to solve the same thing and without effects.

how efficent is the code, is it only running when needed or when it might be needed?

#7
Noob766

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It runs far more than needed(though normally only checking 2 conditions so its not horrible) because when it runs on game mode change, it doesn't finish, I've been talking with DavidSims about it. He doesn't seem to know.

I had another script that only pushed 3000 or so commands and was only restocking a store and it was getting axed by the system half the time.

Modifié par Noob766, 26 avril 2010 - 06:47 .


#8
CID-78

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what is running the script? does it have high enough priority and is alert all the time?

#9
traversc

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There is definitely script duration limitation, as well as word limitation. The best option is to split up your script using DelayEvent or something similar. The delay can be as little as 0.1 seconds, maybe even less, so it shouldn't hinder anything you want to do.

#10
Noob766

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Thank you for the feedback!

well I almost have it working 100% now.
Just need to get area transitions working (world map transitions work just not other ones) even though I've spawned my target object in the char_stage O.o

need to find or create an event that fires right before an area transition happens. Anyone know?

this code is funny... It doesn't like males for some reason lol :D. not joking i had to write fail protection code because of that.

freaking weird as hell. I've learned why Craig Graff refused to do an effect handler now.... Anyway..... I've released a version of it if you want to check it out :D
http://www.dragonage...ile.php?id=1100
it's a beta though.

Modifié par Noob766, 27 avril 2010 - 11:29 .


#11
Noob766

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http://www.mediafire...andler_v3_3.txt

here's the source if you want to see it.... I didn't comment it very well though.

Modifié par Noob766, 27 avril 2010 - 11:29 .