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create_object and init_object


james227uk
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Hi,

 

I was just wondering what the difference between init_object and create_object was.

 

Is there even a difference?

 

 

 

James227uk

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The only difference is that 0107 additionally calls CEntity::getDistanceFromCentreOfMassToBaseOfModel()

 

So, I guess it's somehow related to the way the model is spawned. Probably if a part of the model is within another solid object (ground) the game changes its spawn location or not.

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Thanks for that, It appears then, that init_object is the opcode i need.

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In my experience, I found "init_object" never needs the model to be loaded before use... It loads automatically as you get close to its area. It fades into view when the player is close enough, so doesn't exist when the player is elsewhere, which saves game memory.

 

Its collision seems to always exist, though... Causing that annoyance of "aghh, I can't see it but I can crash into it"... Hmmm..

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I've been using create_object quite considerably, and haven't loaded the model. No crashes as of yet

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spaceeinstein

Both opcodes are nearly identical in every way. Seeing the one difference between the two opcodes is most noticeable when spawning the "electric gate." One opcode places the gate higher than the other (forgot which one). Here are the native functions in IV that I think are equivalent to the opcodes:

CREATE_OBJECT

CREATE_OBJECT_NO_OFFSET

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Both opcodes are nearly identical in every way. Seeing the one difference between the two opcodes is most noticeable when spawning the "electric gate." One opcode places the gate higher than the other (forgot which one). Here are the native functions in IV that I think are equivalent to the opcodes:

CREATE_OBJECT

CREATE_OBJECT_NO_OFFSET

It seemed to me that create_object is the one that spawns higher than the other

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