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? == | ||
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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. | |
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 02:07, 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 ---
