Gah - a solution with more questions. – EntropicLqd
UE1:VoiceController (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- UPak
- Direct subclass:
- MarineVoiceController
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VoiceController.
[edit] Properties
[edit] Property group 'VoiceController'
[edit] PhraseArray
Type: PhraseData
Array size: 20 (20 )
Default value, index 0:
| Member | Value |
|---|---|
| AssociatedState | 'WarnFriends' |
| PhraseDuration | 3.0 |
Default value, index 1:
| Member | Value |
|---|---|
| AssociatedState | 'AcknowledgeWarning' |
| PhraseDuration | 3.5 |
Default value, index 2:
| Member | Value |
|---|---|
| AssociatedState | 'AcknowledgeWarning' |
| PhraseDuration | 2.0 |
[edit] Internal variables
[edit] CurrentPhrase
Type: PhraseData
[edit] CurrentPhraseNumber
Type: int
[edit] CurrentSpeaker
Type: Pawn
[edit] MaxPhraseArrayContents
Type: int
[edit] Structs
[edit] PhraseData
- float PhraseDuration
- Approximate length of this sound
- name AssociatedState
- State in Pawn that's associated with playing this sound
- Sound SoundName
- The sound itself
- Pawn LastSaidBy
- Who said this last? More repetition avoiding
- byte bRecentlyPlayed
- Was message recently sent? Avoid repetition
- byte bActive
- Is this Phrase active? 0 = Off, 1 = On
[edit] Functions
[edit] Events
[edit] BeginPlay
event BeginPlay ()
Overrides: Actor.BeginPlay
[edit] Other instance functions
[edit] ActivatePhrase
function ActivatePhrase (int PhraseNumber)
[edit] FindPhrase
function bool FindPhrase ()
[edit] Finished
function Finished ()
[edit] GetCurrentPhraseAssociatedState
function name GetCurrentPhraseAssociatedState ()
[edit] GetCurrentPhraseLastSaidBy
function Pawn GetCurrentPhraseLastSaidBy ()
[edit] GetCurrentPhraseStatus
function bool GetCurrentPhraseStatus ()
[edit] GetCurrentSoundDuration
function float GetCurrentSoundDuration ()
[edit] GetCurrentSoundName
function Sound GetCurrentSoundName ()
[edit] InitiatePlay
[edit] InvalidateCurrentPhrase
function InvalidateCurrentPhrase ()
[edit] IsPhraseValid
function bool IsPhraseValid ()
