Difference between revisions of "SetLocalEvent"

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<!-- This section contains additional comments, observations and known issues. -->
 
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All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently.
 
All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently.
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'''NOTE!''' This type of local variable is not saved/loaded via the save system. So, if a community member or designer wants to save information like this for use later, and someone saves/loads the game, that information is lost forever. Thus, using them outside of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you use these variable types in the var_ 2DAs, it will fail gloriously.
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Don’t use this function. It will in all likelihood be removed in a future patch.
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<!-- == Examples == -->
 
<!-- == Examples == -->

Revision as of 16:30, 31 August 2009

Sets a local event variable on an object.

void SetLocalEvent(
object oObject,
string sVarName,
event evEvent
);
Parameters:
oObject
Object to set the variable on
sVarName
The name of the variable to set
evEvent
The value of the event variable to set
Returns:

Nothing.

Source:

script.ldf

Description

Sets a local event variable sVarName on the specified object.

Remarks

All local variables must be predefined in the target object's variables 2da file before this function can be used successfully. If a local variable is not predefined this function will fail silently.

NOTE! This type of local variable is not saved/loaded via the save system. So, if a community member or designer wants to save information like this for use later, and someone saves/loads the game, that information is lost forever. Thus, using them outside of situations where you can guarantee no save/load occurs (i.e. during combat) is pretty much guaranteed to fail for some enduser. Furthermore, if you use these variable types in the var_ 2DAs, it will fail gloriously.

Don’t use this function. It will in all likelihood be removed in a future patch.


See also

GetLocalEvent