Difference between revisions of "CreateFullActorCopy"
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In both cases the copy will be an exact duplicate of the original actor, including inventory, with the following exceptions: | In both cases the copy will be an exact duplicate of the original actor, including inventory, with the following exceptions: | ||
* Inventory items are duplicated in the same manner as [[DuplicateAllItems]] | * Inventory items are duplicated in the same manner as [[DuplicateAllItems]], Such items are treated by the game in a way that is not dissimilar to [[PlaceAtMe]] items in that their Base Records cannot be destroyed. | ||
** Like '''DuplicateAllItems''', any scripted item will be given a new FormID. See '''DuplicateAllItems''' for more details. | ** Like '''DuplicateAllItems''', any scripted item will be given a new FormID. See '''DuplicateAllItems''' for more details. | ||
* The copy will not have any AI packages | * The copy will not have any AI packages |
Revision as of 06:31, 16 October 2008
Syntax:
[ActorID.]CreateFullActorCopy
Example:
player.CreateFullActorCopy
Creates a copy of the specified actor and its base. The copy will have its own base.
Example:
set newRef to player.CreateFullActorCopy
Creates a copy of the actor and returns the ID of the new copy, so it can be used to set a reference variable.
In both cases the copy will be an exact duplicate of the original actor, including inventory, with the following exceptions:
- Inventory items are duplicated in the same manner as DuplicateAllItems, Such items are treated by the game in a way that is not dissimilar to PlaceAtMe items in that their Base Records cannot be destroyed.
- Like DuplicateAllItems, any scripted item will be given a new FormID. See DuplicateAllItems for more details.
- The copy will not have any AI packages
- Factions will be duplicated but aren't persistent on the copy
See Also