Difference between revisions of "CreateObject"
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BryanDerksen (Talk | contribs) (a note about CreateObject mentioned in http://daforums.bioware.com/forums/viewtopic.html?topic=706863&forum=140&sp=0 by Georg) |
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== See also == | == See also == | ||
<!-- This section contains links to articles, functions or constant groups. --> | <!-- This section contains links to articles, functions or constant groups. --> | ||
− | [[CreatePool]], [[DestroyObject]] | + | [[CreatePool]], [[DestroyObject]], [[OBJECT_TYPE*]] |
[[Category: Object functions]] | [[Category: Object functions]] |
Revision as of 07:54, 13 November 2009
Create an object in the specified location. Will attempt to use a corresponding pool if one exists.
object CreateObject(
int nObjectType,
resource rTemplate,
location lLoc,
string sOverrideScript = "",
int bSpawnActive = TRUE,
int bNoPermDeath = FALSE
);
int nObjectType,
resource rTemplate,
location lLoc,
string sOverrideScript = "",
int bSpawnActive = TRUE,
int bNoPermDeath = FALSE
);
- Parameters:
- nObjectType
- The object type (placeable, creature, etc)
- rTemplate
- The template to use
- lLoc
- Location of the object
- sOverrideScript
- Script assigned to the object. If empty, the engine will use the template script
- bSpawnActive
- Whether or not this object is enabled at spawn time
- bNoPermDeath
- Set to TRUE to avoid destroying the object permanently (only valid for pool creatures)
- Returns:
- The new object, OBJECT_INVALID on failure
- Source:
- script.ldf
Remarks
Note that dynamic creation of objects in the engine is subject to a host of limitations, reason being attempts to cut down 'unaccounted' memory usage.
Try avoiding CreateObject whenever possible.