Editing Inter-mod Communication
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Latest revision | Your text | ||
Line 117: | Line 117: | ||
; We can't use the normal "as" operator, because that would add a dependency on the other mod. | ; We can't use the normal "as" operator, because that would add a dependency on the other mod. | ||
; So instead we use the CastAs function to make sure we're pointing at the right script. | ; So instead we use the CastAs function to make sure we're pointing at the right script. | ||
ScriptObject bfVendor = | ScriptObject bfVendor = aCharacter.CastAs("BeginningFantasyVendor") | ||
; Now set the properties, again, we don't need to cast because our parameter values are | ; Now set the properties, again, we don't need to cast because our parameter values are | ||
Line 182: | Line 182: | ||
Var[] params = new Var[1] | Var[] params = new Var[1] | ||
params[0] = actorThatEntered | params[0] = actorThatEntered | ||
relayScript.CallFunction("RegisterForSummon", | relayScript.CallFunction("RegisterForSummon", actorThatEntered) | ||
endIf | endIf | ||
endEvent | endEvent |