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UE2:Dialog (U2XMP)
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Contents
- Package:
- U2Dialog
- Direct subclasses:
- DialogController, DialogEngine, DialogNode, DialogSession
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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
Instance functions
DMDLG
function DMDLG (coerce string Msg)