Difference between revisions of "Event override"
From Dragon Age Toolset Wiki
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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:
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 ---