Difference between revisions of "CloneForm"

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imported>WereWolf
imported>Haama
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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.

See Also