SetListening(object, int)

Sets whether an object should listen.

void SetListening(
    object oObject,
    int bValue
);

Parameters

oObject

The object to set the listening status.

bValue

TRUE if the object should listen, otherwise FALSE.


Description

Sets whether oObject should listen.



Version

1.22

Example

///////////////////////////////////////////////////////////////////////////////
//:: Guard walking between waypoints]
//::
//:: NW_C3_Waypoint9.nss
//::
//:: Copyright (c) 2000 Bioware Corp.
///////////////////////////////////////////////////////////////////////////////
/*   Sets the strings to listen for, and initiates the moving cycle.
*/
///////////////////////////////////////////////////////////////////////////////
//:: Created By: Aidan Scanlan   On: Sept 12, 2001
///////////////////////////////////////////////////////////////////////////////

void main()
{
   SetListening(OBJECT_SELF,TRUE);
   SetListenPattern(OBJECT_SELF,"NW_I_WAS_ATTACKED",0);
   SetListenPattern(OBJECT_SELF,"NW_ATTACK_MY_TARGET",1);
   //the shouter must have an target object stored on itself
   //with the name "NW_L_TargetOfAttack"
   SetListenPattern(OBJECT_SELF,"NW_MOVE_TO_LOCATION",2);
   //the shouter must have a location stored on itself with
   //the name "NW_L_LocationToMoveTo"
   SetListenPattern(OBJECT_SELF,"NW_FIRE_IN_THE_HOLE",3);
   //the shouter must have a location stored on itself with
   //the name "NW_L_LocationOfSpell"
   SetListenPattern(OBJECT_SELF,"NW_UNLEASH_HELL",4);
   DelayCommand(1.0f,SignalEvent(OBJECT_SELF,EventUserDefined(1)));
}

See Also

functions: GetIsListening | GetListenPatternNumber | GetMatchedSubstring | GetMatchedSubstringsCount | GetNearestSeenOrHeardEnemy | SetListenPattern
categories: Core AI Functions | Henchmen/Familiars/Summoned Functions


 author: Tom Cassiotis
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