I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:DialogController (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Dialog >> DialogController
Package: 
U2Dialog
Direct subclasses:
DialogControllerDefault, DialogControllerPlayer

DialogController.uc Created By: Mike Baldwin Created On: 4/16/2001 $Author: Mbaldwin $ $Date: 10/22/02 5:17p $ $Revision: 24 $

Properties[edit]

AbortMapCurrent[edit]

Type: array<Dialog.AbortMapT>

how to handling when a speaker aborts the conversation (conversation-specific)

AbortMapDefault[edit]

Type: array<Dialog.AbortMapT>

how to handling when a speaker aborts the conversation (defaults)

Actor[edit]

Type: Actor

Reference to actual Actor-based object

Attitude[edit]

Type: byte

Attitude toward player (can't do arithmetic ops on enums)

Default value: 2

DCSpeaker[edit]

Type: string

used to initialize the dialog controller from a file

Mood[edit]

Type: float

-1 (hostile) ----- 0 (neutral) ----- +1 (friendly)

Nodes[edit]

Type: array<DialogNode>

List of nodes that can be said by this speaker

OtherParticipant[edit]

Type: Actor


ReadyTime[edit]

Type: float

is this actor ready to do dialog?

ResumeMapCurrent[edit]

Type: array<Dialog.ResumeMapT>

how to resume from the previous dialog with certain speakers (conversation-specific)

ResumeMapDefault[edit]

Type: array<Dialog.ResumeMapT>

how to resume from the previous dialog with certain speakers (defaults)

Selection[edit]

Type: DialogNode

Which node in the list that I want to say

StatusMap[edit]

Type: array<Dialog.StatusMapT>

how the previous conversations ended with various speakers

Functions[edit]

Native functions[edit]

SetAbortTopic[edit]

native function SetAbortTopic (Dialog.AbortMapT AbortMapEntry)


SetResumeTopic[edit]

native function SetResumeTopic (Dialog.ResumeMapT ResumeMapEntry)


Events[edit]

DialogBegin[edit]

event DialogBegin (Actor Other)

Overrides: Actor.DialogBegin


DialogEnd[edit]

event DialogEnd ()

Overrides: Actor.DialogEnd


NotifyNPCReady[edit]

event NotifyNPCReady ()


Other instance functions[edit]

ChangeMood[edit]

function ChangeMood (float Amount)


DisableHeadTracking[edit]

function DisableHeadTracking ()


DisplayDebugInfo[edit]

function string DisplayDebugInfo ()


EnableHeadTracking[edit]

function EnableHeadTracking (Actor TargetActor)


FindAbortMatch[edit]

function bool FindAbortMatch (array<Dialog.AbortMapTMap, string OtherSpeaker, Dialog.EDialogEnding Ending, out name Result)


FindResumeMatch[edit]

function bool FindResumeMatch (array<Dialog.ResumeMapTMap, string OtherSpeaker, Dialog.EDialogEnding Ending, out name Result)


GetAbortTopic[edit]

function name GetAbortTopic (string OtherSpeaker)


GetDialogEnding[edit]

function bool GetDialogEnding (string OtherSpeaker, out Dialog.EDialogEnding Ending)


GetInterruptRequestTopic[edit]

function name GetInterruptRequestTopic (string OtherSpeaker)


GetInterruptResponseTopic[edit]

function name GetInterruptResponseTopic (string OtherSpeaker)


GetInterruptWalkAwayTopic[edit]

function name GetInterruptWalkAwayTopic (string OtherSpeaker)


GetResumeTopic[edit]

function name GetResumeTopic (string OtherSpeaker)


SetDialogEnding[edit]

function SetDialogEnding (Actor OtherActor, Dialog.EDialogEnding Ending)


SetTalking[edit]

function SetTalking (Dialog.EDialogBoolean bTalking)


TurnToFace[edit]

function TurnToFace (Actor TargetActor)