A question about the 'decayat' member.

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Yukiko
Distro Developer
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Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
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A question about the 'decayat' member.

Post by Yukiko » Thu May 24, 2018 9:21 pm

While I was working on the crafting system upgrade to the Distro (Yes. I am still working on it.) I had dropped 2 barracuda on the ground. One decayed as expected. One, however, remains after more than a week. I found this puzzling. Tonight I checked the value of the decayat member and it was 0. This, of course, tells the decay system to leave the item in the world. I still do not know how the member was cleared. I will have to look further into that because both fish were dropped within seconds of each other.

Anyway, that is not my question. Tonight I picked up the fish and dropped it in my backpack and then dropped it on the ground again. I checked the decayat member and it was still set to 0. I thought that an item's decayat member was reset if it was picked up and dropped on the ground again. Is it only reset if it is not 0?
Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

Turley
POL Developer
Posts: 644
Joined: Sun Feb 05, 2006 4:45 am

Re: A question about the 'decayat' member.

Post by Turley » Fri May 25, 2018 8:59 am

Yes decay_at with the value of 0 means disabled decay, so once it's 0 the core will never touch it again.

Yukiko
Distro Developer
Posts: 2458
Joined: Thu Feb 02, 2006 1:41 pm
Location: San Antonio, Texas
Contact:

Re: A question about the 'decayat' member.

Post by Yukiko » Fri May 25, 2018 9:38 am

Ok. Good to know. That means that if I have an item I want to set decayat 0 then I will need to attach a control script to reset the decayat if I want the item to decay later.

This behavior seems a bit inconsistent. I would think POL would reset decayat upon dropping the item in the world.
Sincerely,
Yukiko

I would tell you a UDP joke but you might not get it.

Titus 2:13

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