Difference between revisions of "CloneForm"

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* Cloned NPCs have no items in their inventories.
* Cloned NPCs have no items in their inventories.


[[Category: OBSE Functions]]
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[[Category: OBSE Item Functions]]
[[Category: OBSE Item Functions]]-->
 
[[Category: Functions]]
[[Category: Functions (OBSE)]]
[[Category: Inventory Functions]]
[[Category: Inventory Functions (OBSE)]]
[[Category: Actor Functions]]
[[Category: Actor Functions (OBSE)]]
[[Category: Miscellaneous Functions]]
[[Category: Miscellaneous Functions (OBSE)]]

Revision as of 17:28, 14 September 2007

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. 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.

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

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.

Notes:

  • Cloned NPCs have no items in their inventories.