Difference between revisions of "EVENT TYPE SET OBJECT ACTIVE"

From Dragon Age Toolset Wiki
Jump to: navigation, search
(split off of event)
 
m (remove redundant category)
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
*<b>Sent When:</b> Sent by script to change active state. Needed since CommandDoFunction was removed and we're using CommandDoEvent
+
{{needs review}}
*<b>Sent From:</b>
+
{{event
*<b>Sent To:</b>
+
|sourcefile=events_h
 
+
|when= Sent by script to change active state. Needed since CommandDoFunction was removed and we're using [[CommandDoEvent]]
Parameters:
+
|from=
 
+
|to=placeables
[[Category:Event types|SET_OBJECT_ACTIVE]]
+
|tocategory1=placeable
 +
|sortkey=SET_OBJECT_ACTIVE
 +
|int0name=bActive
 +
|int0desc=State to set the object to
 +
|int1name=nPartyMember
 +
|int1desc=Set to 1 to make this work on party members.
 +
|int2name=nAnim
 +
|int2desc=The animation to play
 +
}}

Latest revision as of 01:14, 12 February 2010

The documentation on this page is incomplete, obsolete, or otherwise in need of a thorough review. The current content may provide a good starting point for this, but do not rely on its accuracy when using it to design content.

Source:
events_h
Sent when:
Sent by script to change active state. Needed since CommandDoFunction was removed and we're using CommandDoEvent
Sent from:
Sent to:
placeables
Parameters:
  • Integer 0: State to set the object to
  • Integer 1: Set to 1 to make this work on party members.
  • Integer 2: The animation to play

Usage

case EVENT_TYPE_SET_OBJECT_ACTIVE:
{
int bActive = GetEventInteger(ev, 0); // State to set the object to
int nPartyMember = GetEventInteger(ev, 1); // Set to 1 to make this work on party members.
int nAnim = GetEventInteger(ev, 2); // The animation to play

// insert event-handling code here

break;
}