Difference between revisions of "CloneForm"

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  [nuObjectID] CloneForm [objectID]
  [nuObjectID] CloneForm [objectID]


This function creates an exact duplicate of the referenced base object supplied in objectID and returns the new objectID. 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 creates an exact duplicate of the referenced base object supplied in objectID and returns the new objectID.


'''Example:'''
<pre>
<pre>
ref clone
ref clone
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set originalObject to myReference.GetBaseObject
set originalObject to myReference.GetBaseObject
set clone to CloneForm original object; clone the base object of myReference
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
player.placeAtMe clone 1 0 0 ; place a reference to the clone at the player's location
</pre>
</pre>


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.
==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. Changes to cloned base objects are also saved, which they usually are not.
*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.
* It appears that an NPC can only be cloned once.
* Cloned books will not have text.


Notes:
==See Also==
* Cloned NPCs have no items in their inventories.
*[[IsClonedForm]]


[[Category: OBSE Functions]]
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[[Category: OBSE Item Functions]]
[[Category: OBSE Item Functions]]-->
 
[[Category: Functions]]
[[Category: Functions (OBSE)]]
[[Category: Inventory Functions]]
[[Category: Inventory Functions (OBSE)]]
[[Category: Actor Functions]]
[[Category: Actor Functions (OBSE)]]
[[Category: Miscellaneous Functions]]
[[Category: Miscellaneous Functions (OBSE)]]

Latest revision as of 14:30, 30 September 2011

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.

Example:

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[edit | edit source]

  • 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. Changes to cloned base objects are also saved, which they usually are not.
  • 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.
  • It appears that an NPC can only be cloned once.
  • Cloned books will not have text.

See Also[edit | edit source]