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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

DialogBeginEvent

Value: 'dialogbegin'


DialogEndEvent

Value: 'dialogend'


DialogAbortEvent

Value: 'dialogabort'


DialogAbortEndEvent

Value: 'dialogabortend'


DialogSubtitlesOnEvent

Value: "dlgsubtitleson"


DialogSubtitlesOffEvent

Value: "dlgsubtitlesoff"


NumAttitudes

Value: 3


PlayerSpeakerString

Value: "PLAYER"


Properties

Property group 'Dialog'

bDialogDebug

Type: bool

Modifiers: globalconfig, protected


Default values

Property Value
bHidden True

Enums

EDialogAttitude

DIALOGATTITUDE_Dislike 
DIALOGATTITUDE_Impartial 
DIALOGATTITUDE_Like 

EDialogBoolean

DIALOGBOOLEAN_None 
DIALOGBOOLEAN_True 
DIALOGBOOLEAN_False 

EDialogEnding

DIALOGENDING_Normal 
DIALOGENDING_SpeakerHitEscape 
DIALOGENDING_SpeakerWalkedAway 
DIALOGENDING_ScriptedAbort 
DIALOGENDING_InterruptRequest 
DIALOGENDING_InterruptResponse 
DIALOGENDING_InterruptWalkAway 
DIALOGENDING_AllAborts 

EDialogStatus

DIALOGSTATUS_Normal 
DIALOGSTATUS_Aborting 
DIALOGSTATUS_Resuming 
DIALOGSTATUS_InterruptRequest 
DIALOGSTATUS_InterruptResponse 
DIALOGSTATUS_InterruptWalkAway 
DIALOGSTATUS_SpeakerDamaged 

EDialogTone

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

Structs

AbortMapT

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

Modifiers: native

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

NodeEnableInfo

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

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

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

Functions

Static native functions

GetOggFilename

static native function string GetOggFilename (string Filename)


Instance functions

DMDLG

function DMDLG (coerce string Msg)