Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:DialogSession (U2XMP)
Contents
- 1 Constants
- 2 Properties
- 2.1 bAudioPlaying
- 2.2 bCantInterrupt
- 2.3 bInitialized
- 2.4 bSessionFinished
- 2.5 CurNode
- 2.6 DControllers
- 2.7 DE
- 2.8 DialogStatus
- 2.9 ExitEnables
- 2.10 ExitEvents
- 2.11 Interrupter
- 2.12 InterruptTarget
- 2.13 SoundRadius
- 2.14 SoundVolume
- 2.15 SpeakingDC
- 2.16 TalkRadius
- 2.17 TimeElapsed
- 2.18 Tone
- 2.19 Topic
- 2.20 TopicEnabled
- 2.21 Trees
- 2.22 Trigger
- 2.23 WaitingActor
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.2.1 AudioFinished
- 3.2.2 Destroyed
- 3.2.3 NotifyDialogAborted
- 3.2.4 NotifyDialogScriptedAbort
- 3.2.5 NotifyDialogWalkedAway
- 3.2.6 NotifyGameSpeedChanged
- 3.2.7 NotifyInterruption
- 3.2.8 Talk
- 3.2.9 TryAbortDialog
- 3.2.10 TryInterruptRequestDialog
- 3.2.11 TryInterruptResponseDialog
- 3.2.12 TryInterruptWalkAwayDialog
- 3.2.13 TryNormalDialog
- 3.2.14 TryResumeDialog
- 3.3 Other instance functions
- Package:
- U2Dialog
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DialogSession.uc Created By: Mike Baldwin Created On: 2/23/2001 $Author: Mbaldwin $ $Date: 1/07/03 12:22p $ $Revision: 94 $
Constants[edit]
NoInterruptTimeFinishedTimer[edit]
Value: 'NoInterruptTimeFinished'
AudioFinishedTimer[edit]
Value: 'AudioFinished'
Properties[edit]
bAudioPlaying[edit]
Type: bool
is someone currently talking?
bCantInterrupt[edit]
Type: bool
cant butt in yet
bInitialized[edit]
Type: bool
all npc's are ready and dialog can begin
bSessionFinished[edit]
Type: bool
session is done and is waiting deletion
CurNode[edit]
Type: DialogNode
which node is being spoken?
DControllers[edit]
Type: array<DialogController>
participants (dialog controllers)
DE[edit]
Type: DialogEngine
reference to dialog singleton
DialogStatus[edit]
Type: Dialog.EDialogStatus
currently status of the dialog session
ExitEnables[edit]
Type: array<Dialog.NodeEnableInfo>
Nodes to enable when session is over
ExitEvents[edit]
Type: array<Dialog.ExitEventInfo>
Event to trigger when session is over
Interrupter[edit]
Type: Actor
speaker who's doing the interrupting
InterruptTarget[edit]
Type: Actor
SoundRadius[edit]
Type: float
SoundVolume[edit]
Type: float
volume to use for PlaySound / PlayVoice
SpeakingDC[edit]
Type: DialogController
current speaker
TalkRadius[edit]
Type: float
maximum distance from center an actor can go before they'll be kicked from the session
TimeElapsed[edit]
Type: float
time since the audio file began
Tone[edit]
Type: Dialog.EDialogTone
tone set by the CurNode (DialogNode.ChangeTone)
Default value: DIALOGTONE_Formal
Topic[edit]
Type: name
for sessions created for a specific topic
TopicEnabled[edit]
Type: bool
cached enabled-ness of the topic tree
Trees[edit]
Type: array<DialogTree>
set of dialog trees available for this session
Trigger[edit]
Type: DialogTrigger
for sessions created by a DialogTrigger
WaitingActor[edit]
Type: Actor
Functions[edit]
Native functions[edit]
AddDialog[edit]
Contains[edit]
NodeCompleted[edit]
TimeSinceLastSpoken[edit]
WhoIsSpeaking[edit]
Events[edit]
AudioFinished[edit]
Destroyed[edit]
Overrides: Actor.Destroyed