Difference between revisions of "CreatePool"
BryanDerksen (Talk | contribs) (Hm... I think it loses something without the bolding to distinguish terms from definitions. trying a version with bolded top-level terms, keeping italics for the second-level ones.) |
BryanDerksen (Talk | contribs) m (looks okay, removing tag) |
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− | + | {{dafunction | |
− | + | |name=CreatePool | |
− | + | |brief=Create a pool of creatures while loading an area. It should be used under EVENT_TYPE_AREALOAD_PRELOADEXIT. When creatures die or are set inactive they will automatically return to the pool. | |
− | + | |param1type=resource | |
− | + | |param1name=rTemplate | |
− | + | |param1desc=The template to use | |
− | + | |param2type=int | |
− | + | |param2name=nPoolSize | |
− | + | |param2desc=Number of creatures of this type to create | |
− | + | |returntype=int | |
− | + | |returndesc=TRUE if successful | |
− | + | |sourcefile=script.ldf | |
− | + | |sourcemodule= | |
− | + | }} | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
== Description == | == Description == | ||
+ | <!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --> | ||
Creatures of this type that are spawned with the CreateObject function in this area will use this block of memory, and when creatures of this type die or are set inactive their memory space will automatically be returned to the pool. | Creatures of this type that are spawned with the CreateObject function in this area will use this block of memory, and when creatures of this type die or are set inactive their memory space will automatically be returned to the pool. | ||
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Pool size should be at least twice the number of enemies from that will ever be active simultaneously. | Pool size should be at least twice the number of enemies from that will ever be active simultaneously. | ||
+ | |||
+ | <!-- == Remarks == --> | ||
+ | <!-- This section contains additional comments, observations and known issues. --> | ||
<!-- == Examples == --> | <!-- == Examples == --> | ||
+ | <!-- This section contains examples transcluded from the snippet library. --> | ||
− | + | == See also == | |
− | + | <!-- This section contains links to articles, functions or constant groups. --> | |
− | <!-- | + | [[CreateObject]], [[SetObjectActive]] |
− | + | [[Category: Object functions]] | |
− | [[Category: | + |
Latest revision as of 21:25, 24 February 2010
Create a pool of creatures while loading an area. It should be used under EVENT_TYPE_AREALOAD_PRELOADEXIT. When creatures die or are set inactive they will automatically return to the pool.
- Parameters:
- rTemplate
- The template to use
- nPoolSize
- Number of creatures of this type to create
- Returns:
- TRUE if successful
- Source:
- script.ldf
Description
Creatures of this type that are spawned with the CreateObject function in this area will use this block of memory, and when creatures of this type die or are set inactive their memory space will automatically be returned to the pool.
The purpose of this function is to allow for endlessly respawning monsters, or similar situations.
It should be used under EVENT_TYPE_AREALOAD_PRELOADEXIT. When creatures die or are set inactive they will automatically return to the pool.
Note that pool creatures should have "no permanent death" enabled, otherwise certain effects (such as decapitation) will remain on them when they respawn.
Pool size should be at least twice the number of enemies from that will ever be active simultaneously.