Osiris/Shared/Proc StartDialog
From Divinity Engine Wiki
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.
- If you need to start a dialog with more than six speakers, start it with six speakers and after the AutomatedDialogStarted/DialogStarted event, add the remaining speakers with DialogAddActorAt.
See Also
- AutomatedDialogRequestFailed
- AutomatedDialogStarted
- DialogAddActorAt
- DialogRequestFailed
- DialogRequestStop
- DialogRequestStopForDialog
- DialogStarted
- DialogStartRequested
- StartDefaultDialog
- StartDialog_Internal
- StartDialog_Internal_NoDeadCheck
- Helper DB DialogNPCs
- Helper DB DialogPlayers
- Helper DB_Dialogs
- Helper DB_DoNotFace
- Helper Proc_DialogFlagSetup
- Helper PROC_GLOBAL_DialogStartRequested
- Helper PROC_GLOBAL_DialogStartRequested_AfterGenerics