Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:DialogNode (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- U2Dialog
- Direct subclass:
- DialogTree
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DialogNode.uc Created By: Mike Baldwin Created On: 2/27/2001 $Author: Mbaldwin $ $Date: 12/17/02 1:02p $ $Revision: 47 $
[edit] Constants
[edit] DefaultTalkingSpeed
Value: 25.0
default talking speed in characters/second
[edit] MinAudioLength
Value: 2.0
[edit] Properties
[edit] AbortMap
Type: array<Dialog.AbortMapT>
how to handling when a speaker aborts the conversation
[edit] Attitude
Type: byte
attitude toward player
[edit] AudioDuration
Type: float
(for debug use only) useful to tweak timing if the audio file isn't handy
[edit] bDoLipSync
Type: bool
should the speaker lip sync with the audio?
Default value: True
[edit] bEnabled
Type: bool
can we speak this node?
Default value: True
[edit] bHideChoices
Type: bool
don't display this node choice to the HUD (for player nodes only)
[edit] bUseOggVoice
Type: bool
.Ogg filename exists and is being used
[edit] Condition
Type: int
Modifiers: private, const, native, noexport
[edit] EndingFocus
Type: string
target actor to look at when dialog is over
[edit] ExitEvents
Type: array<Dialog.ExitEventInfo>
events to be triggered at the end of the dialog session
[edit] Filename
Type: string
filename of audio file
[edit] Gestures
Type: array<GestureInfo>
use dialog-related animations (talking, listening)
[edit] LongText
Type: string
text version of dialog (word-for-word)
[edit] Mood
Type: float
mood of audio (-1 hostile --- 0 neutral --- +1 friendly)
[edit] MoodChanges
Type: array<MoodChangeInfo>
Relative change to current mood.
[edit] NextNodes
Type: array<DialogNode>
nodes to branch from this one
[edit] NodeAnims
animations to play during the dialog
[edit] NodeEnables
Type: array<Dialog.NodeEnableInfo>
nodes to en/disable
[edit] NodeEvents
Type: array<NodeEventInfo>
events to be triggered when this node gets spoken
[edit] NPCControls
Type: array<NPCControlInfo>
pause/unpause npc's ai scripting
[edit] PostDelay
Type: float
time (secs) to wait before allowing others to speak
[edit] PreDelay
Type: float
time (secs) to wait since someone finished speaking before we can say this node
[edit] Priority
Type: int
0=Casual Chit-Chat ------> big numbers Important Command
[edit] ResumeMap
Type: array<Dialog.ResumeMapT>
how to resume from the previous dialog with certain speakers
[edit] Satellites
Type: array<SatelliteInfo>
head tracking satellites
[edit] ShortText
Type: string
brief summary of dialog (for UI)
[edit] SoundRadius
Type: float
sound radius to pass on to PlaySound / PlayVoice
[edit] SoundSourceActors
actor to play voice audio from (defaults to speaker actor)
[edit] Speaker
Type: string
the speaker string of who can say this dialog
[edit] SpokenCount
Type: int
number of times someone said this line
[edit] SpokenMax
Type: int
max times we're allowed to say this line
Default value: 1
[edit] SubtitleRadius
Type: float
[edit] TalkRadius
Type: float
distance speaker must maintain to center of conversation
[edit] Tone
Type: Dialog.EDialogTone
Casual, Formal, Command (see ETone in Dialog.uc)
Default value: DIALOGTONE_Formal
[edit] ToneChange
Type: Dialog.EDialogTone
Tone to set for subsequent nodes (affects DialogSession.Tone)
[edit] Tree
Type: DialogTree
the dialog tree that this node belongs to
[edit] TurnToSpeaker
Type: Dialog.EDialogBoolean
should we turn to the other speaker?
[edit] UseBookmark
Type: Dialog.EDialogBoolean
reset bookmark when the session is over
[edit] Voice
Type: Sound
Modifiers: transient
sound file for this dialog node
[edit] Volume
Type: float
volume to pass on to PlaySound / PlayVoice
[edit] Structs
[edit] 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?
[edit] 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?
[edit] MoodChangeInfo
Modifiers: native
[edit] 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?
[edit] 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?
[edit] 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?
[edit] Functions
[edit] Native functions
[edit] IsValid
[edit] Events
[edit] Destroyed
Overrides: Actor.Destroyed
