Difference between revisions of "Talk:GetDialogueTarget - Actor"
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Talk:GetDialogueTarget - Actor (edit)
Revision as of 15:16, 11 February 2013
, 15:16, 11 February 2013no edit summary
imported>Zartar |
imported>Jbezorg |
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Line 55: | Line 55: | ||
== 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 == |