Difference between revisions of "CloneForm"
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imported>Behippo (Remove Reference Functions Category) |
imported>BiteHandNIN m (Just a spacing change) |
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Line 11: | Line 11: | ||
set originalObject to myReference.GetBaseObject | set originalObject to myReference.GetBaseObject | ||
set clone to CloneForm | 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> |
Revision as of 18:00, 6 December 2006
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. 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.
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
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 NPCs have no items in their inventories.