Difference between revisions of "Talk:GetDialogueTarget - Actor"
imported>Jbezorg |
imported>Haravikk (→Additional Optimisations: new section) |
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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. | ||
EDIT: jbezorg's alternate method is flawless in interior cells, I would recommend it but it is worth noting that the method may fail in exterior cells if the player is speaking to an NPC that is in another cell (this could happen if the player is standing very close to a cell border). For exterior cells it may be safer to use my method but increase both the loop count and the radius of the find random actor function. ~[[Zartar]] | |||
== Alternative Method == | == Alternative Method == | ||
Line 60: | Line 62: | ||
<source lang="papyrus"> | <source lang="papyrus"> | ||
;Requires SKSE. | |||
Actor Function GetPlayerDialogueTarget() global | Actor Function GetPlayerDialogueTarget() global | ||
Actor kPlayerRef = Game.GetPlayer() | Actor kPlayerRef = Game.GetPlayer() | ||
Line 77: | Line 80: | ||
EndWhile | EndWhile | ||
Return kTargetRef | |||
EndFunction | |||
</source> | |||
== Comprehensive Alternative Method == | |||
This is a potential method that needs testing. I haven't been able to test it, but its goal is to fix the single-cell restriction which limits the above alternative method. With this, it will test the player's cell. If that doesn't work, it will drop an xMarker, move it out to 'Radius' away from the player, and then orbit that marker around the player checking what cells it ends up in, and then it tests those cells as well until it finds that answer or it goes full circle. It looks slow, but whenever the xMarker is in a cell that's already been tested, it skips that, speeding it up considerably. iStep is the amount of degrees the marker moves. ~[[Xander9009]] | |||
<source lang="papyrus"> | |||
;Requires SKSE. | |||
Static Property XMarker Auto | |||
Actor Function GetPlayerDialogueTarget(float fRadius = 500.0, int iStep = 5) 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 ) | |||
Int Degrees = 360 | |||
While iIndex && !kTargetRef | |||
iIndex -= 1 | |||
kNthRef = kCell.GetNthRef( iIndex, iType ) as Actor | |||
If kNthRef != kPlayerRef && kNthRef.IsInDialogueWithPlayer() | |||
kTargetRef = kNthRef | |||
EndIf | |||
EndWhile | |||
If !kTargetRef | |||
ObjectReference kXMarker = kPlayerRef.PlaceAtMe(XMarker) | |||
Cell[] kCellA = New Cell[10] | |||
kCellA[0] = kCell | |||
kXMarker.MoveTo(kPlayerRef, fRadius) | |||
iIndex = kCellA.Length | |||
While Degrees > 0 && !kTargetRef | |||
While iIndex | |||
iIndex -= 1 | |||
If kCellA[iIndex] == kXMarker.GetParentCell() | |||
iIndex = -1 | |||
EndIf | |||
EndWhile | |||
If iIndex != -1 | |||
iIndex = 0 | |||
int iEmptyIndex | |||
While iIndex < kCellA.Length && !iEmptyIndex | |||
If !kCellA[iIndex] | |||
iEmptyIndex = iIndex | |||
EndIf | |||
iIndex += 1 | |||
EndWhile | |||
kCellA[iEmptyIndex] = kXMarker.GetParentCell() | |||
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 | |||
EndIf | |||
Degrees -= iStep | |||
Float PosX = Math.Cos(Degrees)*fRadius | |||
Float PosY = Math.Sin(Degrees)*fRadius | |||
kXMarker.MoveTo(kPlayerRef, PosX, PosY) | |||
EndWhile | |||
kXMarker.Delete() | |||
EndIf | |||
Return kTargetRef | Return kTargetRef | ||
EndFunction | EndFunction | ||
Line 87: | Line 157: | ||
*[[Bethesda Tutorial Dialogue]] | *[[Bethesda Tutorial Dialogue]] | ||
*[[Bethesda Tutorial Advanced Dialogue]] | *[[Bethesda Tutorial Advanced Dialogue]] | ||
== Additional Optimisations == | |||
I've found myself needing to grab the player's dialogue target recently, and I've found that the Game.[[GetCurrentCrosshairRef]]() function can usually get the dialogue target as long it triggers quickly enough. For example: | |||
<source lang="papyrus"> | |||
Event OnInit() | |||
RegisterForMenu("Dialogue Menu") | |||
EndEvent | |||
Event OnMenuOpen(String asMenu) | |||
If asMenu == "Dialogue Menu" ; don't need this if this is the only menu we care about | |||
Actor akActor = Game.GetCurrentCrosshairRef() as Actor | |||
If !akActor.IsInDialogueWithPlayer() | |||
; Perform a search with Game.FindRandomActorFromRef or search by Cell (see examples above) | |||
; Else ; Got it one! | |||
EndIf | |||
If akActor != None ; Got it one, or search ended with a result | |||
; Do something with akActor | |||
EndIf | |||
EndIf | |||
EndEvent | |||
</source> | |||
It can be a bit hit and miss if the dialogue is already open, but it's generally pretty reliable, so the code won't usually need any of the extra checks. | |||
Man I wish Bethesda had just added a function for this, or at the very least given us more useful search functions (ones that didn't include the search target in the result would have been nice, or one to grab several matches at once, e.g- the nearest 10 NPCs). Oh well! -- [[User:Haravikk|Haravikk]] ([[User talk:Haravikk|talk]]) 2020-02-27T17:37:41 (EST) |
Latest revision as of 17:37, 27 February 2020
Obtains the actor the player is currently in dialogue with.
Syntax[edit source]
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[edit source]
None.
Return Value[edit source]
The actor the player is currently in dialogue with (if any).
Examples[edit source]
;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[edit source]
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.
EDIT: jbezorg's alternate method is flawless in interior cells, I would recommend it but it is worth noting that the method may fail in exterior cells if the player is speaking to an NPC that is in another cell (this could happen if the player is standing very close to a cell border). For exterior cells it may be safer to use my method but increase both the loop count and the radius of the find random actor function. ~Zartar
Alternative Method[edit source]
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 and I've had arresting city guards enter dialogue with the player at a much greater distance. ~jbezorg
;Requires SKSE.
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
Comprehensive Alternative Method[edit source]
This is a potential method that needs testing. I haven't been able to test it, but its goal is to fix the single-cell restriction which limits the above alternative method. With this, it will test the player's cell. If that doesn't work, it will drop an xMarker, move it out to 'Radius' away from the player, and then orbit that marker around the player checking what cells it ends up in, and then it tests those cells as well until it finds that answer or it goes full circle. It looks slow, but whenever the xMarker is in a cell that's already been tested, it skips that, speeding it up considerably. iStep is the amount of degrees the marker moves. ~Xander9009
;Requires SKSE.
Static Property XMarker Auto
Actor Function GetPlayerDialogueTarget(float fRadius = 500.0, int iStep = 5) 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 )
Int Degrees = 360
While iIndex && !kTargetRef
iIndex -= 1
kNthRef = kCell.GetNthRef( iIndex, iType ) as Actor
If kNthRef != kPlayerRef && kNthRef.IsInDialogueWithPlayer()
kTargetRef = kNthRef
EndIf
EndWhile
If !kTargetRef
ObjectReference kXMarker = kPlayerRef.PlaceAtMe(XMarker)
Cell[] kCellA = New Cell[10]
kCellA[0] = kCell
kXMarker.MoveTo(kPlayerRef, fRadius)
iIndex = kCellA.Length
While Degrees > 0 && !kTargetRef
While iIndex
iIndex -= 1
If kCellA[iIndex] == kXMarker.GetParentCell()
iIndex = -1
EndIf
EndWhile
If iIndex != -1
iIndex = 0
int iEmptyIndex
While iIndex < kCellA.Length && !iEmptyIndex
If !kCellA[iIndex]
iEmptyIndex = iIndex
EndIf
iIndex += 1
EndWhile
kCellA[iEmptyIndex] = kXMarker.GetParentCell()
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
EndIf
Degrees -= iStep
Float PosX = Math.Cos(Degrees)*fRadius
Float PosY = Math.Sin(Degrees)*fRadius
kXMarker.MoveTo(kPlayerRef, PosX, PosY)
EndWhile
kXMarker.Delete()
EndIf
Return kTargetRef
EndFunction
See Also[edit source]
- Actor Script
- Player Dialogue
- Bethesda Tutorial Conversations
- Bethesda Tutorial Dialogue
- Bethesda Tutorial Advanced Dialogue
Additional Optimisations[edit source]
I've found myself needing to grab the player's dialogue target recently, and I've found that the Game.GetCurrentCrosshairRef() function can usually get the dialogue target as long it triggers quickly enough. For example:
Event OnInit()
RegisterForMenu("Dialogue Menu")
EndEvent
Event OnMenuOpen(String asMenu)
If asMenu == "Dialogue Menu" ; don't need this if this is the only menu we care about
Actor akActor = Game.GetCurrentCrosshairRef() as Actor
If !akActor.IsInDialogueWithPlayer()
; Perform a search with Game.FindRandomActorFromRef or search by Cell (see examples above)
; Else ; Got it one!
EndIf
If akActor != None ; Got it one, or search ended with a result
; Do something with akActor
EndIf
EndIf
EndEvent
It can be a bit hit and miss if the dialogue is already open, but it's generally pretty reliable, so the code won't usually need any of the extra checks.
Man I wish Bethesda had just added a function for this, or at the very least given us more useful search functions (ones that didn't include the search target in the result would have been nice, or one to grab several matches at once, e.g- the nearest 10 NPCs). Oh well! -- Haravikk (talk) 2020-02-27T17:37:41 (EST)