Difference between revisions of "CloneForm"
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imported>WereWolf |
imported>Haama (→Notes) |
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*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 and are unscripted. | * Cloned NPCs have no items in their inventories and are unscripted. | ||
* Cloned books will not have text. | |||
==See Also== | ==See Also== |
Revision as of 12:01, 28 March 2008
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
- 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.
- Cloned books will not have text.