I've been tinkering around, and found some things that I haven't seen described here.
During my work on my last module, I had occasion to write several utility scripts for my use in-game. One of them was to report the tags of the placeables around me for reference and later manipulation in areas that I couldn't easily open in the toolset. Something I noted, but did not confirm until my more recent experiments in making 0HP placeables functional again, was that static placeables were also reporting for duty.
I had been told that static placeables aren't affected by script, and so for cases in which I wanted to make a static placeable usable in a module update, I had been planning on doing something I had earlier confirmed to work, which was to spawn a usable copy of that placeable on top of the original, scaled and/or offset to cover it up, so that it could be used.
However, the scaling and imperfect covering of the static original will not be necessary, because DestroyObject() works just fine on static placeables. If the player is currently in the same area as the placeable when the DestroyObject command is fired, then the static placeable will only disappear after the area is reloaded, either by exiting and re-entering the area or by loading a saved game. Thus, when possible, static placeables should be destroyed when the player is in a different area. The usable copy can be spawned in its place at any time.
Again, these experiments are mainly to increase the methods at hand to add to, change, or otherwise manipulate existing content in a module so that the changes take effect in a saved game in progress. As it stands, almost everything can be changed or expanded.





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