Difference between revisions of "PlaceAtMe"
imported>DragoonWraith (CS 1.0) |
imported>Haama (Note on PlaceAtMe's reference and same-frame usage) |
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This reference is only reliable for objects that can't be picked up. Accessing the reference of an inventory-item after someone picked it up can cause a CTD. | This reference is only reliable for objects that can't be picked up. Accessing the reference of an inventory-item after someone picked it up can cause a CTD. | ||
==Usage in same frame as creation== | |||
If you use the referenced item in the same frame as you use PlaceAtMe, that is | |||
<pre>set pItem to (player.PlaceAtMe IronBow 1, 0, 0) | |||
pItem.Activate player ;this adds the bow to the player</pre> | |||
that item's script may not run. Wait a frame, especially if using Activate. | |||
==Console Use== | ==Console Use== |
Revision as of 00:11, 2 October 2007
Syntax:
PlaceAtMe ItemID, count, [distance], [direction]
Example:
player.PlaceAtMe Ninja Man, 1, 256, 1
Places the object at the calling object, in the direction you specify and the distance. If that location is not safe (in the air, in a wall, etc), the object will be placed at one of the other axes or at the object's exact location.
Direction is:
- 0 = front
- 1 = back
- 2 = left
- 3 = right
This function can be used with leveled creature lists as well.
It can't be used with leveled items, though. Leveled items are not supposed to be placed into the world - you can use them exclusively inside containers. Trying to create an item from a leveled list this way will just cause the yellow exclamation mark (Marker_Error.NIF) to appear.
Warning : Disable does not Remove !
Note that it is really unclear at the moment whether or not disabled PlaceAtMe'd objects are ultimately cleaned out of the savegames. Tests seem to show they are not, which can be a serious problem with spells that create lots of activators, for instance, and then disable them.
So it seems only advisable to recommend the use of MoveTo on persistant references, whenever possible, instead of the couple PlaceAtMe / Disable.
Most of the time, MoveTo will prove at least as convenient as PlaceAtMe. However, if really need to use PlaceAtMe in your mod, it would be fair to indicate that fact in your mod's Readme file.
Getting the Created Object's Reference
When used to create a single object, this function will return a reference to the created object so that it can be used with additional function calls.
Example:
scn scriptName ref refName begin blockName set refName to refCreatingObject.PlaceAtMe ObjectToBeCreated 1, 0, 0 end
The refName variable will now have a reference to ObjectToBeCreated.
This reference is only reliable for objects that can't be picked up. Accessing the reference of an inventory-item after someone picked it up can cause a CTD.
Usage in same frame as creation
If you use the referenced item in the same frame as you use PlaceAtMe, that is
set pItem to (player.PlaceAtMe IronBow 1, 0, 0) pItem.Activate player ;this adds the bow to the player
that item's script may not run. Wait a frame, especially if using Activate.
Console Use
When using PlaceAtMe with the console, you must use the desired item's FormID, not the EditorID.
So, instead of using
player.PlaceAtMe lockpick 1, 256, 0
to give yourself a lockpick, you must use
player.PlaceAtMe 00000A 1, 256, 0
The FormID can be found on the tab just to the right of the EditorID tab in the Construction Set. This is true for all items and actors, although the FormID tab may need to be enlarged.