[Not needed] ScriptCallTID

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ScriptCallTID

Postby Major Cooke » Thu Nov 23, 2017 10:41 am

It's not possible to expand ScriptCall without breaking mods at all, so I think it's time for plan B. Simply put, it's the exact same as ScriptCall but with another parameter.

ScriptCallTID(TID, Classname, function, args)

If TID is 0, it's only the activator if they are the specific classname. That part's important because ScriptCall can already trigger all of them.

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Why?
ScriptCall triggers every single actor of the specified type, which is a waste of resources when, say, we only have 1 or 2 out of 50 of these actors we want to trigger.
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Major Cooke
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Re: ScriptCallTID

Postby Graf Zahl » Thu Nov 23, 2017 11:31 am

ScriptCall doesn't 'trigger' anything, all it does is call a static function once with a given set of parameters.
What are you trying to do which doesn't work?
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Re: ScriptCallTID

Postby Major Cooke » Thu Nov 23, 2017 3:05 pm

Oh. Must've misread it or mistaken it for another function. Nevermind. In that case I can just give the function call a TID specifically and carry one.

This can be closed.
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