Difference between revisions of "Talk:Creating a module"
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:If the addin doesn't do anything with any module events it doesn't need a module script. As I understand it if you've got multiple addins active and they all have module scripts, every time a module event is fired ''all'' of the module scripts will be run to handle it. For example, the cause of the attribute doubling is because there's code in module_core that says "when there's an EVENT_TYPE_PLAYERLEVELUP event give the player 3 more attribute points." If there are two copies of module_core active (one from the original campaign module and one from an addin to it) this code gets run twice each time the EVENT_TYPE_PLAYERLEVELUP event fires. The slowdowns are probably caused by similar duplication of effort - I don't know everything that module_core does offhand. [[User:BryanDerksen|BryanDerksen]] 17:25, 1 February 2010 (UTC) | :If the addin doesn't do anything with any module events it doesn't need a module script. As I understand it if you've got multiple addins active and they all have module scripts, every time a module event is fired ''all'' of the module scripts will be run to handle it. For example, the cause of the attribute doubling is because there's code in module_core that says "when there's an EVENT_TYPE_PLAYERLEVELUP event give the player 3 more attribute points." If there are two copies of module_core active (one from the original campaign module and one from an addin to it) this code gets run twice each time the EVENT_TYPE_PLAYERLEVELUP event fires. The slowdowns are probably caused by similar duplication of effort - I don't know everything that module_core does offhand. [[User:BryanDerksen|BryanDerksen]] 17:25, 1 February 2010 (UTC) | ||
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+ | ::Probably you are right, i am not so far yet. If it avoids some problems maybe it would help it said somewhere what exactly "a blank script with an empty main function" is. [[User:Eshme|Eshme]] 17:37, 1 February 2010 (UTC) | ||
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+ | :::Ah well the module_core thing is right yes. It causes double stuffs. There was an update on http://dragonagemodding.wordpress.com/2009/11/16/beware-the-dangers-of-module_core/ which sais that an empty script isnt actually needed, as a "none" option is available. Probably i will reformat this thing later then [[User:Eshme|Eshme]] 23:21, 1 February 2010 (UTC) | ||
== Updates == | == Updates == |
Latest revision as of 00:21, 2 February 2010
Script Bug still there?
- Note that as of toolset version 1.01 and game version 1.02b, you should NOT use "module_core" as the script (as found in module properties) for an add-in that extends an existing module, otherwise you will encounter issues that may include slow-downs during conversations and attribute allocation. The exact cause of these issues is not yet known, but using a blank script with an empty main function will eliminate these issues.
Anyone care to provide a link? I have found this to be not the case. Everything works. The bioware made Storage chest uses a empty field. Some mods i downloaded use an empty field and they all work. Scripts scare me. Eshme 08:51, 30 January 2010 (UTC)
- If the addin doesn't do anything with any module events it doesn't need a module script. As I understand it if you've got multiple addins active and they all have module scripts, every time a module event is fired all of the module scripts will be run to handle it. For example, the cause of the attribute doubling is because there's code in module_core that says "when there's an EVENT_TYPE_PLAYERLEVELUP event give the player 3 more attribute points." If there are two copies of module_core active (one from the original campaign module and one from an addin to it) this code gets run twice each time the EVENT_TYPE_PLAYERLEVELUP event fires. The slowdowns are probably caused by similar duplication of effort - I don't know everything that module_core does offhand. BryanDerksen 17:25, 1 February 2010 (UTC)
- Probably you are right, i am not so far yet. If it avoids some problems maybe it would help it said somewhere what exactly "a blank script with an empty main function" is. Eshme 17:37, 1 February 2010 (UTC)
- Ah well the module_core thing is right yes. It causes double stuffs. There was an update on http://dragonagemodding.wordpress.com/2009/11/16/beware-the-dangers-of-module_core/ which sais that an empty script isnt actually needed, as a "none" option is available. Probably i will reformat this thing later then Eshme 23:21, 1 February 2010 (UTC)
Updates
Here are some references to forum posts that may shed some light on the fuzzier parts of modules:
- Module properties hierarchy with respect to checking single-player plot flags from an addin.
- Module vs Owner Module and so on: [1]
- Getting external resources into a DAZIP - at least tangentially related to modules.
- More as I dig it up...
I haven't put them into the main article since I haven't really verified it and I don't want to insert my assumptions for fact. --FollowTheGourd 22:50, 23 January 2010 (UTC)
By agreement with AmstradHero, a section was added on creating a standalone module.