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UE2:DialogNode (U2XMP)
Contents
- 1 Constants
- 2 Properties
- 2.1 AbortMap
- 2.2 Attitude
- 2.3 AudioDuration
- 2.4 bDoLipSync
- 2.5 bEnabled
- 2.6 bHideChoices
- 2.7 bUseOggVoice
- 2.8 Condition
- 2.9 EndingFocus
- 2.10 ExitEvents
- 2.11 Filename
- 2.12 Gestures
- 2.13 LongText
- 2.14 Mood
- 2.15 MoodChanges
- 2.16 NextNodes
- 2.17 NodeAnims
- 2.18 NodeEnables
- 2.19 NodeEvents
- 2.20 NPCControls
- 2.21 PostDelay
- 2.22 PreDelay
- 2.23 Priority
- 2.24 ResumeMap
- 2.25 Satellites
- 2.26 ShortText
- 2.27 SoundRadius
- 2.28 SoundSourceActors
- 2.29 Speaker
- 2.30 SpokenCount
- 2.31 SpokenMax
- 2.32 SubtitleRadius
- 2.33 TalkRadius
- 2.34 Tone
- 2.35 ToneChange
- 2.36 Tree
- 2.37 TurnToSpeaker
- 2.38 UseBookmark
- 2.39 Voice
- 2.40 Volume
- 3 Structs
- 4 Functions
- 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 $
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
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
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
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
Events
Destroyed
Overrides: Actor.Destroyed