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USKP, on cell load triggers and ugrids


Spock

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I have a question regarding the USKP:

One of the warnings about increasing ugrids is, that you miss out on events that trigger on cell load. I know this isn't technically a bug and increasing ugrids comes with other problems (afaik mainly script load) but I've read this can cause unintended behaviour with ugrids 5 too. Would it be feasable or in the scope of the project to change those triggers to something proximity based?

 

Another related question is if actor fade distances affect on cell load events.

 

Thanks in advance for input on that matter!

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No, modifying scripts to make uGrids editing work is not within the scope of what the USKP does. The game is intended to be played at uGrids 5, and all of the scripts that fire when cells load are written with that in mind so they're functioning correctly if you leave those settings alone.

 

Actor fade settings only control when the game renders them for you. They don't have any impact on events tied to them. Those settings are also not affected by uGrids since the max fade distance is generally around 12000 units, which is 3 cells distance.

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