Difference between revisions of "Event override"
From Dragon Age Toolset Wiki
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− | How to override an event? | + | |
+ | == How to override an event? == | ||
'''Its pretty simple:''' | '''Its pretty simple:''' | ||
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In this case i used the "EVENT_TYPE_INVENTORY_ADDED" Event and Handle it in my custom Event-Handler-Script: my_event_override | In this case i used the "EVENT_TYPE_INVENTORY_ADDED" Event and Handle it in my custom Event-Handler-Script: my_event_override | ||
− | Now just handle the event in your script as you like: | + | '''Now just handle the event in your script as you like:''' |
For example i want to have a screen-message every time i pick up an item (or steal one): | For example i want to have a screen-message every time i pick up an item (or steal one): |
Revision as of 03:07, 17 November 2009
How to override an event?
Its pretty simple:
Create a Events M2DA File:
In this case i used the "EVENT_TYPE_INVENTORY_ADDED" Event and Handle it in my custom Event-Handler-Script: my_event_override
Now just handle the event in your script as you like:
For example i want to have a screen-message every time i pick up an item (or steal one):
// --- script start --- #include "utility_h" #include "wrappers_h" #include "events_h" void main() { event ev = GetCurrentEvent(); int nEvent = GetEventType(ev); object oOwner = GetEventCreator(ev); switch (nEvent) { case EVENT_TYPE_INVENTORY_ADDED: { object oItem = GetEventObject(ev, 0); DisplayFloatyMessage(oOwner, GetName(oItem) + " added", FLOATY_MESSAGE, 14654488, 10.0); break; } } } // --- script end ---