Difference between revisions of "Osiris/Shared/Proc StartDialog"
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m (reference DB_DialogNPCs/DB_DialogPlayers) |
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* By default, this routine will make all participants of the dialog face each other before the dialog starts. This can be prevented per NPC by defining the [[Osiris/Shared/DB_DoNotFace|DB_DoNotFace]] database. This is particularly important if you have e.g. a knocked-down NPC with which you want players to be able to converse. The reason is that any Osiris command issues for a character will remove any incapicated statuses for that character, and this includes looking at someone else. So without setting this DB, the knocked-down status will be removed as soon as someone talks to that NPC. | * By default, this routine will make all participants of the dialog face each other before the dialog starts. This can be prevented per NPC by defining the [[Osiris/Shared/DB_DoNotFace|DB_DoNotFace]] database. This is particularly important if you have e.g. a knocked-down NPC with which you want players to be able to converse. The reason is that any Osiris command issues for a character will remove any incapicated statuses for that character, and this includes looking at someone else. So without setting this DB, the knocked-down status will be removed as soon as someone talks to that NPC. | ||
===== See Also ===== | ===== See Also ===== | ||
+ | * [[Osiris/API/AutomatedDialogRequestFailed|AutomatedDialogRequestFailed]] | ||
+ | * [[Osiris/API/AutomatedDialogStarted|AutomatedDialogStarted]] | ||
+ | * [[Osiris/API/DialogRequestFailed|DialogRequestFailed]] | ||
+ | * [[Osiris/API/DialogStarted|DialogStarted]] | ||
* [[Osiris/API/DialogStartRequested|DialogStartRequested]] | * [[Osiris/API/DialogStartRequested|DialogStartRequested]] | ||
* Helper [[Osiris/Shared/DB DialogNPCs|DB DialogNPCs]] | * Helper [[Osiris/Shared/DB DialogNPCs|DB DialogNPCs]] |
Revision as of 21:32, 14 September 2017
Full Definition(s)
- PROC Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1)
- PROC Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2)
- PROC Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2)
- PROC Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3)
- PROC Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3,(GUIDSTRING)_Speaker4)
- PROC Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3,(GUIDSTRING)_Speaker4,(GUIDSTRING)_Speaker5)
- PROC Proc_StartDialog((INTEGER)_Automated,(STRING)_Dialog,(GUIDSTRING)_Speaker1,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker2,(GUIDSTRING)_Speaker3,(GUIDSTRING)_Speaker4,(GUIDSTRING)_Speaker5,(GUIDSTRING)_Speaker6)
Description
This is the only routine that should be used to start dialogs. _Automated should be 1 if _Dialog is an automated dialog of any kind (automated dialog, automated ghost dialog, or a repeated variant of these). You have to specify as many speaker parameters as there are speakers in _Dialog. You can, however, specify NULL_00000000-0000-0000-0000-000000000000 in case you have optional speakers for your dialog (through the use of optional nodes or flag checks).
Return Values
- /
Notes
- This routine is both used for explicitly starting dialogs from Osiris, and to start dialogs in response to a DialogStartRequested event due to a player clicking on something.
- If you want to set or clear certain flags before a particular dialog starts, you can use Proc_DialogFlagSetup.
- By default, this routine will make all participants of the dialog face each other before the dialog starts. This can be prevented per NPC by defining the DB_DoNotFace database. This is particularly important if you have e.g. a knocked-down NPC with which you want players to be able to converse. The reason is that any Osiris command issues for a character will remove any incapicated statuses for that character, and this includes looking at someone else. So without setting this DB, the knocked-down status will be removed as soon as someone talks to that NPC.
See Also
- AutomatedDialogRequestFailed
- AutomatedDialogStarted
- DialogRequestFailed
- DialogStarted
- DialogStartRequested
- Helper DB DialogNPCs
- Helper DB DialogPlayers
- Helper DB_Dialogs
- Helper DB_DoNotFace
- Helper Proc_DialogFlagSetup
- Helper PROC_GLOBAL_DialogStartRequested
- Helper PROC_GLOBAL_DialogStartRequested_AfterGenerics