Difference between revisions of "Talk:Creating a module"

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(Script Bug still there?: An explanation for this bug's symptoms. At least as far as I understand it.)
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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)
  
 
== Updates ==
 
== Updates ==

Revision as of 18:37, 1 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)

Updates

Here are some references to forum posts that may shed some light on the fuzzier parts of modules:

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.