Difference between revisions of "Talk:GetDialogueTarget - Actor"
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imported>Zartar (Created page with "Obtains the actor the player is currently in dialogue with. == Syntax == <source lang="papyrus"> Actor Function GetPlayerDialogueTarget() non-native Actor kPlayerDialogueTar...") |
imported>Zartar |
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<source lang="papyrus"> | <source lang="papyrus"> | ||
Actor Function GetPlayerDialogueTarget() non-native | Actor Function GetPlayerDialogueTarget() non-native | ||
Source: | |||
Actor Function GetPlayerDialogueTarget() | |||
Actor kPlayerDialogueTarget | Actor kPlayerDialogueTarget | ||
Actor kPlayerRef = Game.GetPlayer() | Actor kPlayerRef = Game.GetPlayer() |
Revision as of 21:04, 9 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
; Print a message if the player is in dialogue with Bob.
if (GetPlayerDialogueTarget() == Bob)
Debug.Trace("The player is in dialogue with Bob!")
endIf
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.