Difference between revisions of "SetName"

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imported>WereWolf
(New page: A command for Oblivion Script Extender Sets the display name of the type. '''Syntax:''' (nothing) reference.SetName name:string objectID:ref ==No...)
 
imported>QQuix
(Note on name vs. save)
 
(8 intermediate revisions by 3 users not shown)
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A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]]
A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]]
'''Syntax:'''
(nothing) ''reference.''SetName "name:string" ''objectID:ref''


Sets the display name of the type.
Sets the display name of the type.
'''Syntax:'''
(nothing) reference.SetName name:string objectID:ref


==Notes==
==Notes==
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*To use with a non-Inventory item you must first assign the objectID to a ref.
*To use with a non-Inventory item you must first assign the objectID to a ref.
*For most forms the name is part of the base form and changing the name will change it for all instances of the type.
*For most forms the name is part of the base form and changing the name will change it for all instances of the type.
*The new name is not saved with the saved game, but is saved in memory. This means that (1) if you load a previous save without exiting the game, the new name will remain (even if the loaded save was taken before the name was changed) and (2) if you exit and reload the game, the new name is lost and must be reset.


==See Also==
==See Also==
[[CompareName]]
*[[SetNameEx]]
[[CopyName]]
*[[HasName]]
[[ModName]]
*[[AppendToName]]
[[AppendToName]]
*[[CompareName]]
*[[CompareNames]]
*[[CopyName]]
*[[ModName]]
*[[NameIncludes]]


[[Category:Functions]]
[[Category:Functions]]

Latest revision as of 05:32, 28 July 2012

A command for Oblivion Script Extender

Syntax:

(nothing) reference.SetName "name:string" objectID:ref

Sets the display name of the type.

Notes[edit | edit source]

  • SetName is a special function. It is defined to work on Inventory items, but it can be used with any form.
  • To use with a non-Inventory item you must first assign the objectID to a ref.
  • For most forms the name is part of the base form and changing the name will change it for all instances of the type.
  • The new name is not saved with the saved game, but is saved in memory. This means that (1) if you load a previous save without exiting the game, the new name will remain (even if the loaded save was taken before the name was changed) and (2) if you exit and reload the game, the new name is lost and must be reset.

See Also[edit | edit source]