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UE2:Dialog (U2XMP)

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U2XMP Object >> Actor >> Dialog
Package: 
U2Dialog
Direct subclasses:
DialogController, DialogEngine, DialogNode, DialogSession

Dialog.uc Created By: Mike Baldwin Created On: 3/29/2001 $Author: Mbaldwin $ $Date: 12/17/02 1:02p $ $Revision: 21 $

Constants[edit]

DialogBeginEvent[edit]

Value: 'dialogbegin'


DialogEndEvent[edit]

Value: 'dialogend'


DialogAbortEvent[edit]

Value: 'dialogabort'


DialogAbortEndEvent[edit]

Value: 'dialogabortend'


DialogSubtitlesOnEvent[edit]

Value: "dlgsubtitleson"


DialogSubtitlesOffEvent[edit]

Value: "dlgsubtitlesoff"


NumAttitudes[edit]

Value: 3


PlayerSpeakerString[edit]

Value: "PLAYER"


Properties[edit]

Property group 'Dialog'[edit]

bDialogDebug[edit]

Type: bool

Modifiers: globalconfig, protected


Default values[edit]

Property Value
bHidden True

Enums[edit]

EDialogAttitude[edit]

DIALOGATTITUDE_Dislike 
DIALOGATTITUDE_Impartial 
DIALOGATTITUDE_Like 

EDialogBoolean[edit]

DIALOGBOOLEAN_None 
DIALOGBOOLEAN_True 
DIALOGBOOLEAN_False 

EDialogEnding[edit]

DIALOGENDING_Normal 
DIALOGENDING_SpeakerHitEscape 
DIALOGENDING_SpeakerWalkedAway 
DIALOGENDING_ScriptedAbort 
DIALOGENDING_InterruptRequest 
DIALOGENDING_InterruptResponse 
DIALOGENDING_InterruptWalkAway 
DIALOGENDING_AllAborts 

EDialogStatus[edit]

DIALOGSTATUS_Normal 
DIALOGSTATUS_Aborting 
DIALOGSTATUS_Resuming 
DIALOGSTATUS_InterruptRequest 
DIALOGSTATUS_InterruptResponse 
DIALOGSTATUS_InterruptWalkAway 
DIALOGSTATUS_SpeakerDamaged 

EDialogTone[edit]

DIALOGTONE_None 
DIALOGTONE_Casual 
DIALOGTONE_Formal 
DIALOGTONE_Command 
DIALOGTONE_Transition 
used only for nodes/trees that bridge

Structs[edit]

AbortMapT[edit]

string Speaker 
with which this actor aborted dialog
EDialogEnding Ending 
aborting behavior
name AbortNodeName 
the dialog node to use for dealing with abortions .. ahem

ExitEventInfo[edit]

Modifiers: native

name EventName 
name of event to trigger
name Target 
optional target to dispatch event explicitly (speaker string converted to a name)

NodeEnableInfo[edit]

Modifiers: native

name Node 
node tag to work en/disable
byte bEnable 
0 = disable, 1 = enable
byte bOnExit 
enable nodes when dialog is over?

ResumeMapT[edit]

string Speaker 
with which this actor will resume dialog
EDialogEnding Ending 
how the last conversation ended with this speaker
name ResumeNodeName 
the dialog node to use for resuming the conversation

StatusMapT[edit]

string Speaker 
speaker we were speaking to
EDialogEnding Ending 
how the conversation ended

Functions[edit]

Static native functions[edit]

GetOggFilename[edit]

static native function string GetOggFilename (string Filename)


Instance functions[edit]

DMDLG[edit]

function DMDLG (coerce string Msg)