Difference between revisions of "Event override"

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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):
 +
 +
// --- 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 ---

Revision as of 03:03, 17 November 2009

How to override an event?

Its pretty simple:

Create a Events M2DA File:

Events.png

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 ---

  1. include "utility_h"
  2. include "wrappers_h"
  3. 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 ---