Difference between revisions of "Threading Notes (Papyrus)"
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imported>Qazaaq (added images for threads) |
imported>Qazaaq (line break) |
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In the image below, the player is activating a lever. Because this a nice and cooperative player, he's only activated it once. The game sends Papyrus a notification of the activate event. Because our script contains an '''onActivate()''' Event, the game creates a '''"Thread"''', which you can think of as a set of instructions copied from our script. The game queues this thread up, and will process it momentarily. | In the image below, the player is activating a lever. Because this a nice and cooperative player, he's only activated it once. The game sends Papyrus a notification of the activate event. Because our script contains an '''onActivate()''' Event, the game creates a '''"Thread"''', which you can think of as a set of instructions copied from our script. The game queues this thread up, and will process it momentarily. | ||
[[File:PapyrusThreads01.jpg|700px]] | <BR>[[File:PapyrusThreads01.jpg|700px]]<BR> | ||
Very soon - probably on the next frame - the game processes the thread. Let's pretend that the contents of our onActivate() event look like this: | Very soon - probably on the next frame - the game processes the thread. Let's pretend that the contents of our onActivate() event look like this: | ||