Difference between revisions of "DelayEvent"

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m (Examples: move "example" to talk because isn't of sufficient quality to be used as reference)
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With a negative or zero time in fSeconds, the event will run on the next AI update.   
 
With a negative or zero time in fSeconds, the event will run on the next AI update.   
  
== Examples ==
+
<!-- == Examples == -->
 
<!-- This section contains examples transcluded from the snippet library. -->
 
<!-- This section contains examples transcluded from the snippet library. -->
To create a quasi-heartbeat, create a script called 'my_heartbeat' and include this in it
 
 
DelayEvent(6.0f,GetHero(),Event(EVENT_TYPE_HEARTBEAT),"my_heartbeat");
 
 
Detailed example: [http://social.bioware.com/forum/1/topic/71/index/310150/1#402992]
 
  
 
<!-- == See also == -->
 
<!-- == See also == -->

Revision as of 19:08, 8 December 2009

Signals a delayed event to the specified object.

void DelayEvent(
float fSeconds,
object oObject,
event evEvent,
string scriptname = ""
);
Parameters:
fSeconds
The number of seconds for which to delay the event
oObject
The object to signal the event to
evEvent
The event to signal
scriptname
If specified overides the default script
Returns:

Nothing.

Source:

script.ldf

Description

Signals a delayed event to the target object.

Remarks

With a negative or zero time in fSeconds, the event will run on the next AI update.