Difference between revisions of "CreatePool"

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(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.)
(switch to using dafunction)
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Reserves a block of memory for a fixed number of a particular type of creature
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{{dafunction
 
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|name=CreatePool
<dascript>
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|brief=Reserves a block of memory for a fixed number of a particular type of creature
int CreatePool (
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|param1type=resource
        resource rTemplate,
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|param1name=rTemplate
        int nPoolSize
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|param1desc=The template to use
    )
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|param2type=int
</dascript>
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|param2name=nPoolSize
 
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|param2desc=Number of creatures of this type to create
<dl>
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|returntype=int
<dt>Parameters:
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|returndesc=TRUE if successful
<dd>
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|sourcefile=script.ldf
<dl>
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|sourcemodule=
<dt style="font-weight:normal; font-style:italic;">rTemplate<dd>The template to use
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}}
<dt style="font-weight:normal; font-style:italic;">nPoolSize<dd>Number of creatures of this type to create
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</dl>
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<dt>Returns:
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<dd>TRUE if successful
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<dt>Source:
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<dd>[[script.ldf]]
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</dl>
+
  
 
== Description ==
 
== Description ==

Revision as of 00:43, 24 July 2009

Reserves a block of memory for a fixed number of a particular type of creature

int CreatePool(
resource rTemplate,
int nPoolSize
);
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.