sc_actors_v1.spawn_npc
Spawns an NPC of archetype_class (an entity class name, as in sc-offline’s npcs.txt) at pos in zone zone_id’s local frame, facing the zone’s axes. *out_id = the new entity id, 0 on failure. The id is final at once; the NPC streams in a few seconds later. The NPC is yours (see Ownership above). SCO_BAD_ARG: a null or released self, a null class, pos or out_id, zone 0, or a position that isn’t finite. SCO_NOT_FOUND: the zone isn’t streamed in, or the class doesn’t exist on this game build. SCO_TOO_MANY: SC_ACTORS_MAX_NPCS are alive. SCO_FAILED: the game refused or faulted.
Signature
Section titled “Signature”sco_result (*)(sco_plugin *, const char *, uint64_t, const double *, uint64_t *)Service and availability
Section titled “Service and availability”| Property | Value |
|---|---|
| Symbol | sc_actors_v1.spawn_npc |
| Record ID | sc-actors-v1-spawn-npc |
| Service | game.actors |
| Table | sc_actors_v1 |
| Version macro | SC_ACTORS_VERSION_1_1 |
| Packed table version | 65537 |
| Since / availability | size >= 24; 1.0 |
| Complete member extent (x64 bytes) | 24 |
| Table size (x64 bytes) | 56 |
Parameters and buffers
Section titled “Parameters and buffers”sco_result (*spawn_npc)(sco_plugin* self, const char* archetype_class, uint64_t zone_id, const double pos[3], uint64_t* out_id);
Spawns an NPC of archetype_class (an entity class name, as in sc-offline’s npcs.txt) at pos in zone zone_id’s local frame, facing the zone’s axes. *out_id = the new entity id, 0 on failure. The id is final at once; the NPC streams in a few seconds later. The NPC is yours (see Ownership above). SCO_BAD_ARG: a null or released self, a null class, pos or out_id, zone 0, or a position that isn’t finite. SCO_NOT_FOUND: the zone isn’t streamed in, or the class doesn’t exist on this game build. SCO_TOO_MANY: SC_ACTORS_MAX_NPCS are alive. SCO_FAILED: the game refused or faulted.
Results and failures
Section titled “Results and failures”Absent table: query_service NOT_FOUND; missing operation capability: UNAVAILABLE; invalid/released self: BAD_ARG. See method detail for game failures. Additional failures/output state unspecified unless described in the buffer contract.
Absent capability
Section titled “Absent capability”Absent table: query_service NOT_FOUND
Ownership
Section titled “Ownership”Caller buffers; no allocation crosses boundary. Host owns NPC tracking; entity IDs are session values. Internal allocation unspecified.
Thread affinity
Section titled “Thread affinity”Game thread only (WRONG_THREAD elsewhere); last_error any thread. Recursive reentrancy unspecified.
Callback context
Section titled “Callback context”unspecified
Reentrancy
Section titled “Reentrancy”unspecified
Cleanup and cancellation
Section titled “Cleanup and cancellation”No in-flight cancellation entrypoint; owned NPCs removed on ordinary unload/non-retained crash cleanup; despawn starts deferred removal. Retained-provider faults skip owner resource-release hooks and require restart; backing resources remain retained, not safe for cached calls.
Language mappings
Section titled “Language mappings”Status labels are copied verbatim from the catalogue: direct is native access; typed-wrapper is wrapper-backed; restricted is a subset/adaptation; unsupported means no supported route is established. No status implies universal safety.
| Language | Catalogue status | Source evidence / wrapper tokens |
|---|---|---|
| c | direct | include/sc_actors.h(*spawn_npc) |
| cpp | typed-wrapper | include/scosdk/game/actors.hppreturn t_ && Covers(t_->size, offsetof(sc_actors_v1, spawn_npc)) && t_->spawn_npc ? t_->spawn_npc(self_, archetypeClass, zoneId, pos, &id) : SCO_UNAVAILABLE; |
| csharp | typed-wrapper | sdk/csharp/Sco.Sdk/Game/Actors.csr = _t->spawn_npc(Self, c, zoneId, p, &n); |
| lua | unsupported | sdk/docs/lua.mdLua gets the game services read-only: queries, never a function that changes the game, so a script owns no NPCs. |
Examples
Section titled “Examples”None identified in the catalogue; this is not proof none can exist.
- tests/abi_game_actors.c
- tests/test_app.cpp
- tests/test_lua.cpp
- tests/test_sdk.cpp
- tests/test_language_routes.cpp
- sdk/csharp/Sco.Sdk.Tests/GameFakeHost.cs
- tests/test_language_routes.c
- tools/test.sh
- sdk/csharp/Sco.Sdk.Tests/GameLayout.cs
Find by task
Section titled “Find by task”spawn NPC This is a search phrase for the existing contract, not an additional API alias.
ABI pins prove layout, not semantic behavior or a live game session.