Difference between revisions of "CreateObject"
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Try avoiding CreateObject whenever possible. | Try avoiding CreateObject whenever possible. | ||
− | + | == Examples == | |
<!-- This section contains examples transcluded from the snippet library. --> | <!-- This section contains examples transcluded from the snippet library. --> | ||
+ | To Create a creature:<br /> | ||
+ | CreateObject(OBJECT_TYPE_CREATURE, R"<name>.utc", <location>);<br /><br /> | ||
+ | <name> = Resource Name<br /> | ||
+ | <location> = Location. See [[GetLocation]] for an example.<br /> | ||
== See also == | == See also == |
Revision as of 08:06, 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.
Examples
To Create a creature:
CreateObject(OBJECT_TYPE_CREATURE, R"<name>.utc", <location>);
<name> = Resource Name
<location> = Location. See GetLocation for an example.