EVENT TYPE COMMAND COMPLETE
From Dragon Age Toolset Wiki
- Source:
- script.ldf
- Sent when:
- creature finishes doing a command(attack, special ability, spell, conversation, etc)
- Sent from:
- Engine
- Sent to:
- creatures, player
- Parameters:
-
- Creator: creature acting
- Integer 0: Type of the last command (COMMAND TYPE_*)
- Integer 1: The status of the execution (COMMAND_*)
- Integer 2: last sub command (ability id if this is an ability command)
- Object 0: creature acting
- Object 1: The target that command was applied to
- Object 2: the path object if the path is blocked by an interactive object
Usage
case EVENT_TYPE_COMMAND_COMPLETE:
{
object oActor = GetEventCreator(ev); // creature acting
int nLastCommand = GetEventInteger(ev, 0); // Type of the last command (COMMAND TYPE_*)
int nStatus = GetEventInteger(ev, 1); // The status of the execution (COMMAND_*)
int nLastSubCommand = GetEventInteger(ev, 2); // last sub command (ability id if this is an ability command)
object oTarget = GetEventObject(ev, 1); // The target that command was applied to
object oBlocker = GetEventObject(ev, 2); // the path object if the path is blocked by an interactive object>
// insert event-handling code here
break;
}
{
object oActor = GetEventCreator(ev); // creature acting
int nLastCommand = GetEventInteger(ev, 0); // Type of the last command (COMMAND TYPE_*)
int nStatus = GetEventInteger(ev, 1); // The status of the execution (COMMAND_*)
int nLastSubCommand = GetEventInteger(ev, 2); // last sub command (ability id if this is an ability command)
object oTarget = GetEventObject(ev, 1); // The target that command was applied to
object oBlocker = GetEventObject(ev, 2); // the path object if the path is blocked by an interactive object>
// insert event-handling code here
break;
}