Difference between revisions of "EVENT TYPE BEGIN TRAVEL"

From Dragon Age Toolset Wiki
Jump to: navigation, search
m (fill in a couple of parameters)
Line 7: Line 7:
 
|sortkey=BEGIN_TRAVEL
 
|sortkey=BEGIN_TRAVEL
 
|int0name=nSourceTerrain
 
|int0name=nSourceTerrain
|int0desc={{undocumented}}
+
|int0desc=The terrain type of the source location
 
|int1name=nTargetTerrain
 
|int1name=nTargetTerrain
|int1desc={{undocumented}}
+
|int1desc=The terrain type of the target location
 
|int2name=nWorldMap
 
|int2name=nWorldMap
 
|int2desc={{undocumented}}
 
|int2desc={{undocumented}}
Line 21: Line 21:
 
|object0desc=source location object
 
|object0desc=source location object
 
}}
 
}}
 +
 +
== Remarks ==
 +
 +
The nSourceTerrain and nTargetTerrain parameters are used in the main campaign's code for determining what sort of random encounters to generate, but that's handled entirely in scripting so you can use them for other purposes.
 +
  
 
[[Category:Map events|BEGIN_TRAVEL]]
 
[[Category:Map events|BEGIN_TRAVEL]]
 
[[Category:Module events|BEGIN_TRAVEL]]
 
[[Category:Module events|BEGIN_TRAVEL]]
 
[[Category:Event types|BEGIN_TRAVEL]]
 
[[Category:Event types|BEGIN_TRAVEL]]

Revision as of 19:24, 14 January 2010

Source:
script.ldf
Sent when:
[Undocumented]
Sent from:
[Undocumented]
Sent to:
module
Parameters:
  • Integer 0: The terrain type of the source location
  • Integer 1: The terrain type of the target location
  • Integer 2: [Undocumented]
  • String 0: area tag source location
  • String 1: area tag target location
  • String 2: waypoint tag override
  • Object 0: source location object

Usage

case EVENT_TYPE_BEGIN_TRAVEL:
{
int nSourceTerrain = GetEventInteger(ev, 0); // The terrain type of the source location
int nTargetTerrain = GetEventInteger(ev, 1); // The terrain type of the target location
int nWorldMap = GetEventInteger(ev, 2); // [Undocumented]
string sSource = GetEventString(ev, 0); // area tag source location
string sTarget = GetEventString(ev, 1); // area tag target location
string sWPOverride = GetEventString(ev, 2); // waypoint tag override
object oSourceLocation = GetEventObject(ev, 0); // source location object

// insert event-handling code here

break;
}

Remarks

The nSourceTerrain and nTargetTerrain parameters are used in the main campaign's code for determining what sort of random encounters to generate, but that's handled entirely in scripting so you can use them for other purposes.