Difference between revisions of "SetLocalLocation"
m (note on predefining) |
BryanDerksen (Talk | contribs) (this one's in the "avoid at all costs" category too) |
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<!-- This section contains additional comments, observations and known issues. --> | <!-- This section contains additional comments, observations and known issues. --> | ||
All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently. | All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently. | ||
+ | |||
+ | '''NOTE!''' This type of local variable is not saved/loaded via the save system. So, if a community member or designer wants to save information like this for use later, and someone saves/loads the game, that information is lost forever. Thus, using them outside of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you use these variable types in the var_ 2DAs, it will fail gloriously. | ||
+ | |||
+ | Don’t use this function. It will in all likelihood be removed in a future patch. | ||
<!-- == Examples == --> | <!-- == Examples == --> |
Revision as of 16:23, 1 September 2009
Sets a local location variable on an object.
- Parameters:
- oObject
- Object to set the variable on
- sVarName
- The name of the variable to set
- lValue
- The value of the location variable
- Returns:
- Nothing.
- Source:
- script.ldf
Description
Sets a local location variable sVarName on the specified object.
Remarks
All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently.
NOTE! This type of local variable is not saved/loaded via the save system. So, if a community member or designer wants to save information like this for use later, and someone saves/loads the game, that information is lost forever. Thus, using them outside of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you use these variable types in the var_ 2DAs, it will fail gloriously.
Don’t use this function. It will in all likelihood be removed in a future patch.