# Set Data Conversation Listener Gender
Grammar — Set the listener gender for conversation conversation to gender
Flags —Native|Action
The listener gender will be used to look for alternate text or sound data associated with voice overs.
# Arguments
string<gamelink::Conversation> — Conversationint<preset::FontSize2> — Gender
Returns — void
native void ConversationDataSetListenerGender(
string convId,
int gender,
);
# Related
Category: Conversation / Data Conversation Tools
- Mark Data Conversation Choice As Read/Unread —
void— ConversationDataChoiceSetState - Mark Data Conversation Choice As Picked/Unpicked —
void— ConversationDataChoiceSetPicked - Set Data Conversation Choice Picked Count —
void— ConversationDataChoiceSetPickedCount - Set Data Conversation Line Picked Count —
void— ConversationDataLineSetPickedCount - Set Data Conversation Line Players —
void— ConversationDataLineSetPlayers - Reset Data Conversation Line Players —
void— ConversationDataLineResetPlayers - Show/Hide Data Conversation Line For Observers —
void— ConversationDataLineHideForObservers - Set Data Conversation Listener Gender —
void— ConversationDataSetListenerGender - Save Data Conversation State Value —
void— ConversationDataSaveStateValue - Load Data Conversation State Value —
void— ConversationDataLoadStateValue - Save Data Conversation State Values —
void— ConversationDataSaveStateValues - Load Data Conversation State Values —
void— ConversationDataLoadStateValues - Reset Data Conversation State Values —
void— ConversationDataResetStateValues - Save Data Conversation Lines And Choices —
void— ConversationDataSaveNodeState - Load Data Conversation Lines And Choices —
void— ConversationDataLoadNodeState - Reset Data Conversation Lines And Choices —
void— ConversationDataResetNodeState - Preload Data Conversation Lines —
void— ConversationDataPreloadLines - Preload Data Conversation Lines For Next Map —
void— ConversationDataPreloadLinesQueue - Simulate Data Conversation —
void— ConversationDataSimulateRun - Data Conversation State —
int— ConversationDataStateGetValue - Data Conversation State Count —
int— ConversationDataStateIndexCount - Data Conversation State Name —
text— ConversationDataStateName - Data Conversation State Custom Value —
fixed— ConversationDataStateFixedValue - Data Conversation State Image —
string<filepath> — ConversationDataStateImagePath - Data Conversation State Movie —
string<filepath> — ConversationDataStateMoviePath - Data Conversation State Model —
string<gamelink::Model> — ConversationDataStateModel - Data Conversation State Text —
text— ConversationDataStateText - Data Conversation State Text Tag Edge —
int<preset::TextTagEdge> — ConversationDataStateImageEdge - Data Conversation State Upgrade —
string<gamelink::Upgrade> — ConversationDataStateUpgrade - Data Conversation State Ability Command —
abilcmd— ConversationDataStateAbilCmd - Data Conversation State Attachment Point —
string<preset::AttachPoints> — ConversationDataStateAttachPoint - Data Conversation Can Be Run —
bool— ConversationDataCanRun - Data Conversation Choice Count —
int— ConversationDataChoiceCount - Data Conversation Choice Name —
string— ConversationDataChoiceId - Data Conversation Choice Picked —
bool<preset::PickedState> — ConversationDataChoiceGetPicked - Data Conversation Choice Picked Count —
int— ConversationDataChoiceGetPickedCount - Data Conversation Choice State —
int<preset::ReplyState> — ConversationDataChoiceGetState - Data Conversation Line Count —
int— ConversationDataLineCount - Data Conversation Line Name —
string— ConversationDataLineId - Data Conversation Line Picked Count —
int— ConversationDataLineGetPickedCount - Data Conversation Lines With Tag
- Data Conversation Sound —
string<gamelink::Sound> — ConversationDataGetSound - Data Conversation Speaker —
string<gamelink::Character> — ConversationDataGetSpeaker - Active Data Conversation Camera —
string<convstateindex> — ConversationDataActiveCamera - Active Data Conversation Line —
string<convline> — ConversationDataActiveLine - Active Data Conversation Sound —
string<gamelink::Sound> — ConversationDataActiveSound - Last Data Conversation Was Skipped —
bool— ConversationDataWasSkipped
# Examples
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:9491
}
ConversationDataSetListenerGender("acObj", libCOMI_gv_cM_VOGroupGender);
ConversationDataSetListenerGender("acResponses", libCOMI_gv_cM_VOGroupGender);
ConversationDataRegisterPortrait("char_TerranAdjutant", libNtve_gf_CinematicPortrait(libNtve_ge_CinematicPortraitPosition_CenterLeft));
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:9492
}
ConversationDataSetListenerGender("acObj", libCOMI_gv_cM_VOGroupGender);
ConversationDataSetListenerGender("acResponses", libCOMI_gv_cM_VOGroupGender);
ConversationDataRegisterPortrait("char_TerranAdjutant", libNtve_gf_CinematicPortrait(libNtve_ge_CinematicPortraitPosition_CenterLeft));
ConversationDataRegisterPortrait("char_ProtossExecutor", libNtve_gf_CinematicPortrait(libNtve_ge_CinematicPortraitPosition_CenterLeft));
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:33293
if ((libCOMI_gv_cM_TransmissionSource != -1) && (PlayerGroupHasPlayer(libCOOC_gf_CommanderPlayers(), libCOMI_gv_cM_TransmissionSource) == true)) {
if (((libCOMI_gv_cM_TransmissionCurrentType == "AttackWave") || (libCOMI_gv_cM_TransmissionCurrentType == "CloakedUnitsSpotted"))) {
ConversationDataSetListenerGender("acAttackWave", libCOOC_gf_CC_CommanderGender(libCOOC_gf_ActiveCommanderForPlayer(libCOOC_gf_CC_PlayerAlly(libCOMI_gv_cM_TransmissionSource))));
}
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:33300
else {
if (((libCOMI_gv_cM_TransmissionCurrentType == "AttackWave") || (libCOMI_gv_cM_TransmissionCurrentType == "CloakedUnitsSpotted"))) {
ConversationDataSetListenerGender("acAttackWave", c_genderDefault);
}