Difference between revisions of "Osiris/API/DialogAddActorAt"
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(Created page with "===== Full Definition(s) ===== * call '''DialogAddActorAt'''(''(INTEGER)'''''_InstanceID''', ''(CHARACTERGUID)'''''_Actor''', ''(INTEGER)'''''_Index''') ===== Description ====...") |
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===== Full Definition(s) ===== | ===== Full Definition(s) ===== | ||
− | * call '''DialogAddActorAt'''(''(INTEGER)'''''_InstanceID''', ''( | + | * call '''DialogAddActorAt'''(''(INTEGER)'''''_InstanceID''', ''(GUIDSTRING)'''''_Actor''', ''(INTEGER)'''''_Index''') |
===== Description ===== | ===== Description ===== | ||
− | Adds | + | Adds character or item '''_Actor''' to the ongoing dialog with ID '''_InstanceID''' in speaker slot '''_Index'''. From then on, it will behave as if the object was added to the dialog from the start in that speaker slot (one-based). |
===== Notes ===== | ===== Notes ===== | ||
− | * (DOS2 Classic) Used to be [[Osiris/API/ | + | * Take care that '''_Actor''' is close enough to the characters participating in the dialog, otherwise you may get visual culling issues in multiplayer. |
+ | * (DOS2 Classic) Used to be [[Osiris/API/DialogAddCharacterAt|DialogAddCharacterAt]]. | ||
+ | ===== See Also ===== | ||
+ | * [[Osiris/API/DialogAddActor|DialogAddActor]] | ||
+ | * [[Osiris/API/DialogActorJoined|DialogActorJoined]] | ||
+ | * [[Osiris/API/DialogActorLeft|DialogActorLeft]] | ||
+ | * [[Osiris/API/DialogRemoveActorFromDialog|DialogRemoveActorFromDialog]] | ||
+ | * Helper [[Osiris/Shared/DB DialogNPCs|DB DialogNPCs]] | ||
+ | * Helper [[Osiris/Shared/DB DialogPlayers|DB DialogPlayers]] | ||
+ | * Helper [[Osiris/Shared/Proc_StartDialog|Proc_StartDialog]] | ||
[[Category:Osiris Calls|DialogAddActorAt]] | [[Category:Osiris Calls|DialogAddActorAt]] | ||
− | [[Category:Osiris Calls ( | + | [[Category:Osiris Calls (Added in DOS2DE)|DialogAddActorAt]] |
Latest revision as of 10:28, 12 July 2019
Full Definition(s)
- call DialogAddActorAt((INTEGER)_InstanceID, (GUIDSTRING)_Actor, (INTEGER)_Index)
Description
Adds character or item _Actor to the ongoing dialog with ID _InstanceID in speaker slot _Index. From then on, it will behave as if the object was added to the dialog from the start in that speaker slot (one-based).
Notes
- Take care that _Actor is close enough to the characters participating in the dialog, otherwise you may get visual culling issues in multiplayer.
- (DOS2 Classic) Used to be DialogAddCharacterAt.