Difference between revisions of "Osiris/API/DialogAddActorAt"

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m (Changed category to "Added in DOS2DE")
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===== Full Definition(s) =====
 
===== Full Definition(s) =====
* call '''DialogAddActorAt'''(''(INTEGER)'''''_InstanceID''', ''(CHARACTERGUID)'''''_Actor''', ''(INTEGER)'''''_Index''')
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* call '''DialogAddActorAt'''(''(INTEGER)'''''_InstanceID''', ''(GUIDSTRING)'''''_Actor''', ''(INTEGER)'''''_Index''')
 
===== Description =====
 
===== Description =====
Adds an object (character or item) as a dialog speaker by speaker index while dialog is active.
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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 =====
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* 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]].
 
* (DOS2 Classic) Used to be [[Osiris/API/DialogAddCharacterAt|DialogAddCharacterAt]].
 +
===== See Also =====
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* [[Osiris/API/DialogAddActor|DialogAddActor]]
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* [[Osiris/API/DialogActorJoined|DialogActorJoined]]
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* [[Osiris/API/DialogActorLeft|DialogActorLeft]]
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* [[Osiris/API/DialogRemoveActorFromDialog|DialogRemoveActorFromDialog]]
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* Helper [[Osiris/Shared/DB DialogNPCs|DB DialogNPCs]]
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* Helper [[Osiris/Shared/DB DialogPlayers|DB DialogPlayers]]
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* Helper [[Osiris/Shared/Proc_StartDialog|Proc_StartDialog]]
 
    
 
    
 
[[Category:Osiris Calls|DialogAddActorAt]]
 
[[Category:Osiris Calls|DialogAddActorAt]]
 
[[Category:Osiris Calls (Added in DOS2DE)|DialogAddActorAt]]
 
[[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.
See Also