Difference between revisions of "Talk:GetDialogueTarget - Actor"

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imported>Zartar
imported>Jbezorg
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== Notes ==
== Notes ==
This usually finds the actor the player is in dialogue with but more testing is required. It works very well for me, so far... I tend to modify this by passing in the player's reference and lowering iLoopCount but the version I posted is safe and convenient.  
This usually finds the actor the player is in dialogue with but more testing is required. It works very well for me, so far... I tend to modify this by passing in the player's reference and lowering iLoopCount but the version I posted is safe and convenient.  
== Alternative Method ==
Same usage, slower, but in theory the examples above could miss the Dialogue target by testing the same NPC several times. Unlikely with a 200 unit radius but it also cannot test outside the 200 unit radius but I've had arresting city guards enter dialogue with the player at a much greater distance. ~[[jbezorg]]
<source lang="papyrus">
Actor Function GetPlayerDialogueTarget() global
Actor kPlayerRef = Game.GetPlayer()
Actor kTargetRef = None
Actor kNthRef    = None
Cell kCell      = kPlayerRef.GetParentCell()
Int iType        = 43 ; kNPC = 43
Int iIndex      = kCell.GetNumRefs( iType )
While iIndex && !kTargetRef
iIndex -= 1
kNthRef = kCell.GetNthRef( iIndex, iType ) as Actor
If kNthRef != kPlayerRef && kNthRef.IsInDialogueWithPlayer()
kTargetRef = kNthRef
EndIf
EndWhile
Return kTargetRef
EndFunction
</source>


== See Also ==
== See Also ==

Revision as of 15:16, 11 February 2013

Obtains the actor the player is currently in dialogue with.

Syntax

Actor Function GetPlayerDialogueTarget() non-native

Source:

Actor Function GetPlayerDialogueTarget()
	Actor kPlayerDialogueTarget
        Actor kPlayerRef = Game.GetPlayer()
	Int iLoopCount = 10
	While iLoopCount > 0
		iLoopCount -= 1
		kPlayerDialogueTarget = Game.FindRandomActorFromRef(kPlayerRef , 200.0)
		If kPlayerDialogueTarget != kPlayerRef && kPlayerDialogueTarget.IsInDialogueWithPlayer() 
			Return kPlayerDialogueTarget
		EndIf
	EndWhile
        Return None
EndFunction

Parameters

None.

Return Value

The actor the player is currently in dialogue with (if any).

Examples

;This is a custom function so you have to include it in your script.
Actor Function GetPlayerDialogueTarget()
	Actor kPlayerDialogueTarget
        Actor kPlayerRef = Game.GetPlayer()
	Int iLoopCount = 10
	While iLoopCount > 0
		iLoopCount -= 1
		kPlayerDialogueTarget = Game.FindRandomActorFromRef(kPlayerRef , 200.0)
		If kPlayerDialogueTarget != kPlayerRef && kPlayerDialogueTarget.IsInDialogueWithPlayer() 
			Return kPlayerDialogueTarget
		EndIf
	EndWhile
        Return None
EndFunction

Event SomeEvent()
        ; Print a message if the player is in dialogue with Bob.
        if (GetPlayerDialogueTarget() == Bob)
                Debug.Trace("The player is in dialogue with Bob!")
        endIf
EndEvent

Notes

This usually finds the actor the player is in dialogue with but more testing is required. It works very well for me, so far... I tend to modify this by passing in the player's reference and lowering iLoopCount but the version I posted is safe and convenient.

Alternative Method

Same usage, slower, but in theory the examples above could miss the Dialogue target by testing the same NPC several times. Unlikely with a 200 unit radius but it also cannot test outside the 200 unit radius but I've had arresting city guards enter dialogue with the player at a much greater distance. ~jbezorg

Actor Function GetPlayerDialogueTarget() global
	Actor kPlayerRef = Game.GetPlayer()
	Actor kTargetRef = None
	Actor kNthRef    = None

	Cell kCell       = kPlayerRef.GetParentCell()
	Int iType        = 43 ; kNPC = 43
	Int iIndex       = kCell.GetNumRefs( iType ) 
	
	While iIndex && !kTargetRef
		iIndex -= 1
		kNthRef = kCell.GetNthRef( iIndex, iType ) as Actor
		If kNthRef != kPlayerRef && kNthRef.IsInDialogueWithPlayer()
			kTargetRef = kNthRef
		EndIf
	EndWhile
	
	Return kTargetRef
EndFunction

See Also