Difference between revisions of "CloneForm"
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imported>WereWolf |
imported>Haama (Cloned NPCs are unscripted) |
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*If called on an Inventory Object (weapon, armor, light, potion, book, ingredient etc.) you may pass the CS EditorID directly into the function. | *If called on an Inventory Object (weapon, armor, light, potion, book, ingredient etc.) you may pass the CS EditorID directly into the function. | ||
*For any other type you must first set a ref variable to the appropriate objectID before calling CloneForm. | *For any other type you must first set a ref variable to the appropriate objectID before calling CloneForm. | ||
* Cloned NPCs have no items in their inventories. | * Cloned NPCs have no items in their inventories and are unscripted. | ||
<!--[[Category: OBSE Functions]] | <!--[[Category: OBSE Functions]] |
Revision as of 18:54, 14 September 2007
A command for Oblivion Script Extender
Syntax:
[nuObjectID] CloneForm [objectID]
This function creates an exact duplicate of the referenced base object supplied in objectID and returns the new objectID.
ref clone ref originalObject set originalObject to myReference.GetBaseObject set clone to CloneForm originalObject; clone the base object of myReference player.placeAtMe clone 1 0 0 ; place a reference to the clone at the player's location
Notes
- Cloned forms are saved in the save game.
- Cloning an object allows you to then make changes to the clone without affecting the original object.
- This function works for any game type (objects, spells, enchantments, NPCs).
- If called on an Inventory Object (weapon, armor, light, potion, book, ingredient etc.) you may pass the CS EditorID directly into the function.
- For any other type you must first set a ref variable to the appropriate objectID before calling CloneForm.
- Cloned NPCs have no items in their inventories and are unscripted.