CreateObject

From Dragon Age Toolset Wiki
Revision as of 08:09, 20 November 2009 by Axe Murderer (Talk | contribs) (Remarks: added paragraph concerning the function's behavior in regards to its handling of the location parameter provided to it. Needs further testing, clarification, and verification.)

Jump to: navigation, search

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
);
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.

Avoid using CreateObject whenever possible.


These objects can be created with CreateObject:
- Creature
- Placeable

These objects can not be created with CreateObject:
- Merchant


The function appears to assume that the lLoc parameter represents a valid safe location. If it is valid but not safe, it will be adjusted to the nearest safe location and the object will be created there instead. This is not completely confirmed, but it is clear that placeables cannot be created above the ground level in the air (z-coordinate gets adjusted). However, using SetPosition after creating the object allows you to immediately move the object to an unsafe location if that is desired (see the custom function provided in the example below).

Examples

void main()
{     
    // get a location from a waypoint with a unique tag
    object oWaypoint = GetObjectByTag("wp_werewolf_spawn"); 
    location lWaypoint = GetLocation(oWaypoint);
 
    // create a werewolf object at the location
    object oWerewolf = CreateObject(OBJECT_TYPE_CREATURE, R"werewolf_core.utc", lWaypoint);
}

See also

CreatePool, DestroyObject, OBJECT_TYPE*