Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:DialogController (U2XMP)
Contents
- 1 Properties
- 2 Functions
- 2.1 Native functions
- 2.2 Events
- 2.3 Other instance functions
- 2.3.1 ChangeMood
- 2.3.2 DisableHeadTracking
- 2.3.3 DisplayDebugInfo
- 2.3.4 EnableHeadTracking
- 2.3.5 FindAbortMatch
- 2.3.6 FindResumeMatch
- 2.3.7 GetAbortTopic
- 2.3.8 GetDialogEnding
- 2.3.9 GetInterruptRequestTopic
- 2.3.10 GetInterruptResponseTopic
- 2.3.11 GetInterruptWalkAwayTopic
- 2.3.12 GetResumeTopic
- 2.3.13 SetDialogEnding
- 2.3.14 SetTalking
- 2.3.15 TurnToFace
- Package:
- U2Dialog
- Direct subclasses:
- DialogControllerDefault, DialogControllerPlayer
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DialogController.uc Created By: Mike Baldwin Created On: 4/16/2001 $Author: Mbaldwin $ $Date: 10/22/02 5:17p $ $Revision: 24 $
Properties
AbortMapCurrent
Type: array<Dialog.AbortMapT>
how to handling when a speaker aborts the conversation (conversation-specific)
AbortMapDefault
Type: array<Dialog.AbortMapT>
how to handling when a speaker aborts the conversation (defaults)
Actor
Type: Actor
Reference to actual Actor-based object
Attitude
Type: byte
Attitude toward player (can't do arithmetic ops on enums)
Default value: 2
DCSpeaker
Type: string
used to initialize the dialog controller from a file
Mood
Type: float
-1 (hostile) ----- 0 (neutral) ----- +1 (friendly)
Nodes
Type: array<DialogNode>
List of nodes that can be said by this speaker
OtherParticipant
Type: Actor
ReadyTime
Type: float
is this actor ready to do dialog?
ResumeMapCurrent
Type: array<Dialog.ResumeMapT>
how to resume from the previous dialog with certain speakers (conversation-specific)
ResumeMapDefault
Type: array<Dialog.ResumeMapT>
how to resume from the previous dialog with certain speakers (defaults)
Selection
Type: DialogNode
Which node in the list that I want to say
StatusMap
Type: array<Dialog.StatusMapT>
how the previous conversations ended with various speakers
Functions
Native functions
SetAbortTopic
SetResumeTopic
Events
DialogBegin
Overrides: Actor.DialogBegin
DialogEnd
Overrides: Actor.DialogEnd