Difference between revisions of "Event override"
From Dragon Age Toolset Wiki
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DisplayFloatyMessage(oOwner, GetName(oItem) + " added", FLOATY_MESSAGE, 14654488, 10.0); | DisplayFloatyMessage(oOwner, GetName(oItem) + " added", FLOATY_MESSAGE, 14654488, 10.0); | ||
//Now we didn't handle the event itsel but just displayed a floaty --> let the original event handler take over. | //Now we didn't handle the event itsel but just displayed a floaty --> let the original event handler take over. | ||
− | HandleEvent(ev,R"player_core. | + | HandleEvent(ev,R"player_core.ncs"); |
break; | break; | ||
} | } |
Revision as of 12:02, 17 November 2009
How to override an event?
still needs some polishing but the basics should be there
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 --- // file: my_event_override.nss // author: Pheelon #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); //Now we didn't handle the event itsel but just displayed a floaty --> let the original event handler take over. HandleEvent(ev,R"player_core.ncs"); break; } } } // --- script end ---