Difference between revisions of "Osiris/API/DialogAddActorAt"
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* call '''DialogAddActorAt'''(''(INTEGER)'''''_InstanceID''', ''(CHARACTERGUID)'''''_Actor''', ''(INTEGER)'''''_Index''') | * call '''DialogAddActorAt'''(''(INTEGER)'''''_InstanceID''', ''(CHARACTERGUID)'''''_Actor''', ''(INTEGER)'''''_Index''') | ||
===== Description ===== | ===== 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. | + | 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 ===== | ||
* Take care that '''_Actor''' is close enough to the characters participating in the dialog, otherwise you may get visual culling issues in multiplayer. | * Take care that '''_Actor''' is close enough to the characters participating in the dialog, otherwise you may get visual culling issues in multiplayer. |
Revision as of 12:34, 19 December 2018
Full Definition(s)
- call DialogAddActorAt((INTEGER)_InstanceID, (CHARACTERGUID)_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
- DialogAddActor
- DialogActorJoined
- DialogActorLeft
- Helper DB DialogNPCs
- Helper DB DialogPlayers
- Helper Proc_StartDialog