Difference between revisions of "CreatePool"

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== Description ==
 
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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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The purpose of this function is to allow for endlessly respawning monsters, or similar situations.
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It should be used under [[EVENT_TYPE_AREALOAD_PRELOADEXIT]]. When creatures die or are set inactive they will automatically return to the pool.
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Note that pool creatures should have "no permanent death" enabled, otherwise certain effects (such as decapitation) will remain on them when they respawn.
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Pool size should be at least twice the number of enemies from that will ever be active simultaneously.
  
 
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Revision as of 16:45, 29 July 2009

This page was generated by Sunjammer's Dragon Age Script Parser.

The parser extracted and matched all the information required to the best of its ability however the parser relies on the source file, and especially a function's comments, to be correctly formatted. If the source file was not correctly formatted the information presented may be incomplete.

This page should be reviewed by a knowledgeable scripter as it may require updating. If an issue with the source file is identified it should be reported to BioWare.

Please remove the {{Generated}} tag once the page has been confirmed or corrected.

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.

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.


See also

CreateObject, SetObjectActive