CreateObject: Difference between revisions

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(New page: ==createObject== Lua Syntax: <pre>createObject(tableId [, parentObject, field], {flags=1, name = "string"})</pre> ===Arguments=== ====tableId==== :'''int''' - Table identifier which...)
 
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Lua Syntax:
Lua Syntax:
<pre>createObject(tableId [, parentObject, field], {flags=1,  
<pre>createObject(tableId [, parentObject, field], {flags=1,  
     name = "string"})</pre>
     name = "string",
    flush = true|false})</pre>
===Arguments===
===Arguments===
====tableId====
====tableId====
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:The name of the newly created object.
:The name of the newly created object.
====fl/flush====
:If true then the pending notifications will be flushed immediately. By default notifications of commands inside a command group will be sent after the group is closed.
===Return Values===
===Return Values===
None.
None.

Latest revision as of 11:56, 16 August 2009

createObject

Lua Syntax:

createObject(tableId [, parentObject, field], {flags=1, 
    name = "string", 
    flush = true|false})

Arguments

tableId

int - Table identifier which defines type of created object.

parentObject

"object path"|"object id"|object - Object where the created object will be added to.If no parent object is given the created object will be added to the game object.

field

int - Data field where the created object will be added to the parent object.

Flags

n/name

The name of the newly created object.

fl/flush

If true then the pending notifications will be flushed immediately. By default notifications of commands inside a command group will be sent after the group is closed.

Return Values

None.