Difference between revisions of "CreateArray"

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imported>Speedo
imported>Speedo
(updated syntax)
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'''Syntax:'''
'''Syntax:'''
  (ArrayID:long) CreateArray ''EspID:long'' ''Size:long'' ''Protected:Short''
  (ArrayID:long) CreateArray ''EspID:long Size:long Protected:short RefuseZero:short''


Creates a new array tagged with the EspID, and returns the ArrayID.
Creates a new array tagged with the EspID, and returns the ArrayID.
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*If Protected is not 0, then the array will be write-protected from other mods, and only the associated mod will ever be able to modify the array. Setting Protected to 1 is recommended if you don’t want your array to be modified by another mod.
*If Protected is not 0, then the array will be write-protected from other mods, and only the associated mod will ever be able to modify the array. Setting Protected to 1 is recommended if you don’t want your array to be modified by another mod.
*If the ESP file is not active upon reloading a savegame, all the associated arrays are destroyed when/if the player saves.
*If the ESP file is not active upon reloading a savegame, all the associated arrays are destroyed when/if the player saves.
*If ''RefuseZero'' is 1, then the returned ArrayId will never be zero.


[[Category: Functions (Pluggy)]]
[[Category: Functions (Pluggy)]]
[[Category: Array Functions (Pluggy)]]
[[Category: Array Functions (Pluggy)]]

Revision as of 01:57, 10 March 2008


A command for Pluggy

Syntax:

(ArrayID:long) CreateArray EspID:long Size:long Protected:short RefuseZero:short

Creates a new array tagged with the EspID, and returns the ArrayID.

  • If EspID is not specified or is -1, then the EspID is automatically associated to the calling mod.
  • If Size is not specified, the array size is set to 0.
  • If Protected is not 0, then the array will be write-protected from other mods, and only the associated mod will ever be able to modify the array. Setting Protected to 1 is recommended if you don’t want your array to be modified by another mod.
  • If the ESP file is not active upon reloading a savegame, all the associated arrays are destroyed when/if the player saves.
  • If RefuseZero is 1, then the returned ArrayId will never be zero.