https://www.youtube.com/watch?v=wj6qGCT4isg...nnel=Seddon4494Timer script with seconds
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A REF variable stores a ref ID that you snatch out of the game in realtime. Like. if I am in combat with Fawkes, and I run the script commands:
Some stuff must use FLOAT values, such as additemhealthpercent.
Some stuff must use SHORT or INT, such as getweaponhealthperc
My understanding is that Short and Int don't get to have decimal point values after them. Float does. And Float numbers can hold values that are larger than Short ant Int - - like, really, really huge values, bigger than almost anyone would have a use for.\
I don't know what LONG is.
Float means floating point... which means has a "point" in it.
"Short" for the Geck is a 32 bit signed integer. This is large enough that you will not likely overrun it.
For Oblivion, short is only a 16 bit signed integer. Still pretty large.
In summary, use floats when you need fractional parts, use short otherwise.
Since using the GECK, I use only REF, FLOAT, and INT variables.
I prefix my variables with the first letter of the type of variable it is.
For example:
int iVariableName
float fVariableName
ref rVariableName
I stay away from labeling the INTs as SHORTs, because FOSE allows STRING variables, so
string sVariableName
won't get confused with
short sVariableName
This post has been edited by Renee: Oct 27 2020, 10:56 PM