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UE2:DialogNode (U2XMP)

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U2XMP Object >> Actor >> Dialog >> DialogNode
Package: 
U2Dialog
Direct subclass:
DialogTree

DialogNode.uc Created By: Mike Baldwin Created On: 2/27/2001 $Author: Mbaldwin $ $Date: 12/17/02 1:02p $ $Revision: 47 $

Constants

DefaultTalkingSpeed

Value: 25.0

default talking speed in characters/second

MinAudioLength

Value: 2.0


Properties

AbortMap

Type: array<Dialog.AbortMapT>

how to handling when a speaker aborts the conversation

Attitude

Type: byte

attitude toward player

AudioDuration

Type: float

(for debug use only) useful to tweak timing if the audio file isn't handy

bDoLipSync

Type: bool

should the speaker lip sync with the audio?

Default value: True

bEnabled

Type: bool

can we speak this node?

Default value: True

bHideChoices

Type: bool

don't display this node choice to the HUD (for player nodes only)

bUseOggVoice

Type: bool

.Ogg filename exists and is being used

Condition

Type: int

Modifiers: private, const, native, noexport


EndingFocus

Type: string

target actor to look at when dialog is over

ExitEvents

Type: array<Dialog.ExitEventInfo>

events to be triggered at the end of the dialog session

Filename

Type: string

filename of audio file

Gestures

Type: array<GestureInfo>

use dialog-related animations (talking, listening)

LongText

Type: string

text version of dialog (word-for-word)

Mood

Type: float

mood of audio (-1 hostile --- 0 neutral --- +1 friendly)

MoodChanges

Type: array<MoodChangeInfo>

Relative change to current mood.

NextNodes

Type: array<DialogNode>

nodes to branch from this one

NodeAnims

Type: array<AnimInfo>

animations to play during the dialog

NodeEnables

Type: array<Dialog.NodeEnableInfo>

nodes to en/disable

NodeEvents

Type: array<NodeEventInfo>

events to be triggered when this node gets spoken

NPCControls

Type: array<NPCControlInfo>

pause/unpause npc's ai scripting

PostDelay

Type: float

time (secs) to wait before allowing others to speak

PreDelay

Type: float

time (secs) to wait since someone finished speaking before we can say this node

Priority

Type: int

0=Casual Chit-Chat ------> big numbers Important Command

ResumeMap

Type: array<Dialog.ResumeMapT>

how to resume from the previous dialog with certain speakers

Satellites

Type: array<SatelliteInfo>

head tracking satellites

ShortText

Type: string

brief summary of dialog (for UI)

SoundRadius

Type: float

sound radius to pass on to PlaySound / PlayVoice

SoundSourceActors

Type: array<string>

actor to play voice audio from (defaults to speaker actor)

Speaker

Type: string

the speaker string of who can say this dialog

SpokenCount

Type: int

number of times someone said this line

SpokenMax

Type: int

max times we're allowed to say this line

Default value: 1

SubtitleRadius

Type: float


TalkRadius

Type: float

distance speaker must maintain to center of conversation

Tone

Type: Dialog.EDialogTone

Casual, Formal, Command (see ETone in Dialog.uc)

Default value: DIALOGTONE_Formal

ToneChange

Type: Dialog.EDialogTone

Tone to set for subsequent nodes (affects DialogSession.Tone)

Tree

Type: DialogTree

the dialog tree that this node belongs to

TurnToSpeaker

Type: Dialog.EDialogBoolean

should we turn to the other speaker?

UseBookmark

Type: Dialog.EDialogBoolean

reset bookmark when the session is over

Voice

Type: Sound

Modifiers: transient

sound file for this dialog node

Volume

Type: float

volume to pass on to PlaySound / PlayVoice

Structs

AnimInfo

Modifiers: native

name AnimName 
name of animation to play
name Target 
optional actor name that will do the animating
float PercentDelay 
percent of the audio file duration to wait before playing the animation
byte bPending 
this animation is waiting to be played?

GestureInfo

Modifiers: native

byte bUseGestures 
whether to turn gestures on or off
name Target 
speaker string of the npc
float PercentDelay 
percent of the audio file duration to wait before turn gestures on/off
byte bPending 
this gesture change is waiting to be used?

MoodChangeInfo

Modifiers: native

name Who 
who needs an attitude adjustment
float Amount 
how much to change the mood by

NodeEventInfo

Modifiers: native

name EventName 
name of event to trigger
name Target 
optional target to dispatch event explicitly (speaker string converted to a name)
float PercentDelay 
percent of the audio file duration to wait before triggering the event
byte bPending 
this event is waiting to be dispatched?

NPCControlInfo

Modifiers: native

byte bPauseNPC 
whether to pause or unpause npc's ai scripting
name Target 
speaker string of the npc
float PercentDelay 
percent of the audio file duration to wait before pausing/unpausing npc
byte bPending 
this control is waiting to be excuted?

SatelliteInfo

Modifiers: native

name Target 
actor name to track as a satellite
name Tracker 
actor doing the tracking
float PercentDelay 
percent of the audio file duration to wait before triggering the event
byte bPending 
this event is waiting to be dispatched?

Functions

Native functions

IsValid

native function bool IsValid (optional DialogSession Session, optional bool bIgnoreSpokenCount)


Events

Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


Other instance functions

GetAudioLength

function float GetAudioLength ()


MakeAllPending

function MakeAllPending ()


MinPendingPctDelay

function float MinPendingPctDelay ()


NumPendingActions

function int NumPendingActions ()


PctDelayExpired

function bool PctDelayExpired (float PercentDelay, DialogSession Session)


PlayNodeAnims

function PlayNodeAnims (DialogSession S)


ProcessActions

function ProcessActions (DialogSession S)


ProcessNPCControls

function ProcessNPCControls (DialogSession S)


SendNodeEvents

function SendNodeEvents (DialogSession S)


SetEndingFocus

function SetEndingFocus ()


SetGestures

function SetGestures (DialogSession S)


TrackSatellites

function TrackSatellites (DialogSession S)