Difference between revisions of "CreateArray"

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Creates a new array tagged with the EspID, and returns the ArrayID.
Creates a new array tagged with the EspID, and returns the ArrayID.
*If EspID is not specified then the EspID is automatically associated to the calling mod.
*If EspID is not specified or is -1, then the EspID is automatically associated to the calling mod.
*If Size is not specified, the array size is set to 0.
*If Size is not specified, the array size is set to 0.
*If Protected is not 0, then the array will be write-protected from other mods, and only the associated mod will ever be able to modify the array. Setting Protected to 1 is recommended if you don’t want your array to be modified by another mod.
*If Protected is not 0, then the array will be write-protected from other mods, and only the associated mod will ever be able to modify the array. Setting Protected to 1 is recommended if you don’t want your array to be modified by another mod.

Revision as of 12:39, 23 February 2008


A command for Pluggy

Syntax:

(ArrayID:long) CreateArray EspID:long Size:long Protected:Short

Creates a new array tagged with the EspID, and returns the ArrayID.

  • If EspID is not specified or is -1, then the EspID is automatically associated to the calling mod.
  • If Size is not specified, the array size is set to 0.
  • If Protected is not 0, then the array will be write-protected from other mods, and only the associated mod will ever be able to modify the array. Setting Protected to 1 is recommended if you don’t want your array to be modified by another mod.
  • If the ESP file is not active upon reloading a savegame, all the associated arrays are destroyed when/if the player saves.