Difference between revisions of "EVENT TYPE DIALOGUE"
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− | + | {{event | |
− | + | |sourcefile=script.ldf | |
− | + | |when= An object tries to initiate dialog with the object receiving the event, either by clicking or by scripting | |
− | + | |from= engine (clicking on object to talk) or scripts (manually sending this event) | |
− | + | |to= creatures, placeables | |
− | + | |tocategory1=creature | |
− | + | |tocategory2=placeable | |
− | + | |sortkey=DIALOGUE | |
− | + | |creatorname = oInitiator | |
− | + | |creatordesc= Initiating object | |
+ | |string0name= sDialog | ||
+ | |string0desc= Dialog to initiate, "" to use default object dialog | ||
+ | }} |
Latest revision as of 00:53, 12 February 2010
- Source:
- script.ldf
- Sent when:
- An object tries to initiate dialog with the object receiving the event, either by clicking or by scripting
- Sent from:
- engine (clicking on object to talk) or scripts (manually sending this event)
- Sent to:
- creatures, placeables
- Parameters:
-
- Creator: Initiating object
- String 0: Dialog to initiate, "" to use default object dialog
Usage
case EVENT_TYPE_DIALOGUE:
{
object oInitiator = GetEventCreator(ev); // Initiating object
string sDialog = GetEventString(ev, 0); // Dialog to initiate, "" to use default object dialog
// insert event-handling code here
break;
}
{
object oInitiator = GetEventCreator(ev); // Initiating object
string sDialog = GetEventString(ev, 0); // Dialog to initiate, "" to use default object dialog
// insert event-handling code here
break;
}