Dialogue Targeting

This page expands the dialogue guide, see the main page Dialogue Structure Overlook
=== Target options in Conditions ===
==== T_ME ====
The host NPC to whom the dialogue is attached to (owner of dialogue), is always a NPC
==== T_TARGET ====
Can be a NPC or player, requires some trigger that determines the target, fe. ev_see_neutral_squad.
Is the Player, if happened through ev_player_talk_to_me event
==== T_TARGET_IF_PLAYER ====
Specifies that the target is actually a player character. Handy when doing broad scans like ev_see_neutral_squad
==== T_INTERJECTOR (1,2,3) ====
Makes interjector the target, please note that an interjector is seldom a specific character as it is randomly (with conditions) selected from the available NPCs around the speaker. Interjectors work only on free speech (monologue, bar talk), they do not work in conversation dialogues where player gets options.
T_TARGET_WITH_RACE
Should only trigger if the target is or is not a specific race, I have not tested this
Category:Dialogue
Category:Modding