# Emit Signal ![image](./Images/Event_Emit_Signal.PNG) The `Emit Signal` event will emit the signal `dialogic_signal` of the **current dialog node** and pass the given string as an **argument**. The event does NOT create a new signal! If you instance your timeline via script, use code similar to this: ```gd func start_dialog(): var dialog = Dialogic.start("my_timeline") dialog.connect("dialogic_signal", self, "dialog_listener") add_child(dialog) func dialog_listener(string): match string: "quest_point_two": # do something pass ``` If you instanced the scene using the editor, you can connect the signal like normal in Godot from the `NODE TAB > Signals`. *If you don't know about signals you should definitely learn about them. For example [here](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html).*