ActionStartConversation

// Starts a conversation with oObjectToConverseWith - this will cause their // OnDialog event to fire. // - oObjectToConverseWith // - sDialogResRef: If this is blank, the creature's own dialogue file will be used // - bPrivateConversation // Turn off bPlayHello if you don't want the initial greeting to play void ActionStartConversation(object oObjectToConverseWith, string sDialogResRef="", int bPrivateConversation=FALSE, int bPlayHello=TRUE, int bIgnoreStartDistance=FALSE, int bDisableCutsceneBars=FALSE);