Difference between revisions of "PlaceAtMe"
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imported>Cipscis (Removed deprecated parameters from example) |
imported>Dandys |
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==Caution== | ==Caution== | ||
*Using the PlaceAtMe function in scripts without cleaning them up later is considered bad modding etiquette. This is because too many calls to PlaceAtMe leaves objects in the game and will lead to bloated save-games after a while, which impacts game performance and loading times. | *Using the PlaceAtMe function in scripts without cleaning them up later is considered bad modding etiquette. This is because too many calls to PlaceAtMe leaves objects in the game and will lead to bloated save-games after a while, which impacts game performance and loading times. | ||
*To avoid this problem, clean up unneeded references using [[MarkForDelete]]: | *To avoid this problem, clean up unneeded references using [[MarkForDelete]]: | ||
placedObject.Disable | placedObject.Disable | ||
placedObject.MarkForDelete | placedObject.MarkForDelete | ||
*Actor references created using this function that are not set to respawn are removed upon cell reset. | |||
*Projectile references created using this function are removed upon cell reset. | |||
*Misc. items, weapons, armor, and possibly other playable items created using this function are also unloaded/destroyed if picked up. | |||
*Explosion references created using this function are unloaded after their animation plays once. | |||
== Notes == | == Notes == |