Difference between revisions of "CopyModelPath"

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(rewrote note)
imported>DragoonWraith
m (and I'm forgetting the names of common and useful functions... wow.)
 
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== Note ==
== Note ==


* When used on an object whose mesh is currently loaded by Oblivion (generally, this means that it is currently visible), it is necessary to "reload" the mesh. This can be done using [[Disable]]/[[Enable]] on References, or [[Unequip]]/[[Equip]] on equipment. There must be at least one frame in which the mesh is not visible, so you cannot use [[Enable]]/[[Equip]] in the same frame as [[Disable]]/[[Unequip]].
* When used on an object whose mesh is currently loaded by Oblivion (generally, this means that it is currently visible), it is necessary to "reload" the mesh. This can be done using [[Disable]]/[[Enable]] on References, or [[UnequipItem]]/[[EquipItem]] on equipment. There must be at least one frame in which the mesh is not visible, so you cannot use [[Enable]]/[[EquipItem]] in the same frame as [[Disable]]/[[UnequipItem]].


== See Also ==
== See Also ==

Latest revision as of 15:23, 30 January 2008

A command for Oblivion Script Extender

Syntax:

(nothing) reference.CopyModelPath fromObject:ref toObject:ref

Sets the model path of the calling reference or passed objectID to the model path of fromObject.

Note[edit | edit source]

  • When used on an object whose mesh is currently loaded by Oblivion (generally, this means that it is currently visible), it is necessary to "reload" the mesh. This can be done using Disable/Enable on References, or UnequipItem/EquipItem on equipment. There must be at least one frame in which the mesh is not visible, so you cannot use Enable/EquipItem in the same frame as Disable/UnequipItem.

See Also[edit | edit source]