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− | + | The '''SetName''' [[NWScript function]] should be included in NWN2 [http://nwn2.warcry.com/scripts/news/view_news.phtml?site=91&id=55942]. Currently however, this function does not exist in the pre-order toolset |
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+ | // Set the name of oObject. |
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− | - Bioware is adding this function with the 1.67 NWN patch and has stated publically that the new code will be made available to Obsidian. The current implementation is for non-player creatures, placeables and items. |
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+ | // - oObject: the object for which you are changing the name (a creature, placeable, item, or door). |
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+ | // - sNewName: the new name that the object will use. |
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+ | // Note: SetName() does not work on player objects. |
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+ | // Setting an object's name to "" will make the object |
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+ | // revert to using the name it had originally before any |
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+ | // SetName() calls were made on the object. |
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+ | void SetName(object oObject, string sNewName="") |
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+ | '''WARNING:''' This function is missing from NWN2 and thus any script which is imported that uses this function will fail to compile |
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− | {{stub}} |
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+ | {{ScriptFunction}} |
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− | [[Category:NWScript functions]] |
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+ | {{ScriptCategory|Import Concern|{{PAGENAME}}}} |
Latest revision as of 12:21, 7 October 2006
The SetName NWScript function should be included in NWN2 [1]. Currently however, this function does not exist in the pre-order toolset
// Set the name of oObject. // - oObject: the object for which you are changing the name (a creature, placeable, item, or door). // - sNewName: the new name that the object will use. // Note: SetName() does not work on player objects. // Setting an object's name to "" will make the object // revert to using the name it had originally before any // SetName() calls were made on the object. void SetName(object oObject, string sNewName="")
WARNING: This function is missing from NWN2 and thus any script which is imported that uses this function will fail to compile