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 | (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.