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− | ==getObject==
| + | #REDIRECT [[Global Command: getObject]] |
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− | <div class="command-min-version-info">Available since: <span class="command-min-version">v3.0</span></div>
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− | Lua Syntax:
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− | <pre class="command-syntax">getObject(path_or_tuple [, logWarning])</pre>
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− | ===Arguments===
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− | ====path_or_tuple====
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− | :'''"string"''' - Path to a Visionaire Object. The path has to start with a table name, then follows the object name in brackets ('[',']') - only the game table does not have an object name. Optionally a field name (field type must either be t_link or t_links) can follow after a dot '.'. For t_links fields you must specify an object name in brackets ('[',']'). For t_link fields there are no brackets. Alternatively you can also pass in a tuple with the table id and the object id, e.g. "(0,3)".
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− | ====logWarning====
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− | :'''true|false''' - If true (default) a warning will be printed to the log file if the object could not be found. | |
− | ===Flags===
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− | ===Return Values===
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− | ;visionaireObject
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− | :The found visionaire object or an empty object if no object was found.
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− | ===Examples===
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− | Example 1: Access object by scanning whole object table (object name must be unique for whole table)
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− | <syntaxhighlight>
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− | getObject("Conditions[door_open?]") -- get condition with name 'door open?'
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− | </syntaxhighlight>
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− | Example 2: Specific object access
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− | <syntaxhighlight>
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− | getObject("Scenes[office].SceneConditions[door_open?]") -- get condition 'door open?' linked to scene 'office' | |
− | </syntaxhighlight>
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