Difference between revisions of "DelayEvent"
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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 == | |
<!-- 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"); | ||
<!-- == See also == --> | <!-- == See also == --> |
Revision as of 09:53, 8 December 2009
Signals a delayed event to the specified object.
- 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.
Examples
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");