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UE2:DialogNode (U2XMP)

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U2XMP Object >> Actor >> Dialog >> DialogNode
Package: 
U2Dialog
Direct subclass:
DialogTree

DialogNode.uc Created By: Mike Baldwin Created On: 2/27/2001 $Author: Mbaldwin $ $Date: 12/17/02 1:02p $ $Revision: 47 $

Constants[edit]

DefaultTalkingSpeed[edit]

Value: 25.0

default talking speed in characters/second

MinAudioLength[edit]

Value: 2.0


Properties[edit]

AbortMap[edit]

Type: array<Dialog.AbortMapT>

how to handling when a speaker aborts the conversation

Attitude[edit]

Type: byte

attitude toward player

AudioDuration[edit]

Type: float

(for debug use only) useful to tweak timing if the audio file isn't handy

bDoLipSync[edit]

Type: bool

should the speaker lip sync with the audio?

Default value: True

bEnabled[edit]

Type: bool

can we speak this node?

Default value: True

bHideChoices[edit]

Type: bool

don't display this node choice to the HUD (for player nodes only)

bUseOggVoice[edit]

Type: bool

.Ogg filename exists and is being used

Condition[edit]

Type: int

Modifiers: private, const, native, noexport


EndingFocus[edit]

Type: string

target actor to look at when dialog is over

ExitEvents[edit]

Type: array<Dialog.ExitEventInfo>

events to be triggered at the end of the dialog session

Filename[edit]

Type: string

filename of audio file

Gestures[edit]

Type: array<GestureInfo>

use dialog-related animations (talking, listening)

LongText[edit]

Type: string

text version of dialog (word-for-word)

Mood[edit]

Type: float

mood of audio (-1 hostile --- 0 neutral --- +1 friendly)

MoodChanges[edit]

Type: array<MoodChangeInfo>

Relative change to current mood.

NextNodes[edit]

Type: array<DialogNode>

nodes to branch from this one

NodeAnims[edit]

Type: array<AnimInfo>

animations to play during the dialog

NodeEnables[edit]

Type: array<Dialog.NodeEnableInfo>

nodes to en/disable

NodeEvents[edit]

Type: array<NodeEventInfo>

events to be triggered when this node gets spoken

NPCControls[edit]

Type: array<NPCControlInfo>

pause/unpause npc's ai scripting

PostDelay[edit]

Type: float

time (secs) to wait before allowing others to speak

PreDelay[edit]

Type: float

time (secs) to wait since someone finished speaking before we can say this node

Priority[edit]

Type: int

0=Casual Chit-Chat ------> big numbers Important Command

ResumeMap[edit]

Type: array<Dialog.ResumeMapT>

how to resume from the previous dialog with certain speakers

Satellites[edit]

Type: array<SatelliteInfo>

head tracking satellites

ShortText[edit]

Type: string

brief summary of dialog (for UI)

SoundRadius[edit]

Type: float

sound radius to pass on to PlaySound / PlayVoice

SoundSourceActors[edit]

Type: array<string>

actor to play voice audio from (defaults to speaker actor)

Speaker[edit]

Type: string

the speaker string of who can say this dialog

SpokenCount[edit]

Type: int

number of times someone said this line

SpokenMax[edit]

Type: int

max times we're allowed to say this line

Default value: 1

SubtitleRadius[edit]

Type: float


TalkRadius[edit]

Type: float

distance speaker must maintain to center of conversation

Tone[edit]

Type: Dialog.EDialogTone

Casual, Formal, Command (see ETone in Dialog.uc)

Default value: DIALOGTONE_Formal

ToneChange[edit]

Type: Dialog.EDialogTone

Tone to set for subsequent nodes (affects DialogSession.Tone)

Tree[edit]

Type: DialogTree

the dialog tree that this node belongs to

TurnToSpeaker[edit]

Type: Dialog.EDialogBoolean

should we turn to the other speaker?

UseBookmark[edit]

Type: Dialog.EDialogBoolean

reset bookmark when the session is over

Voice[edit]

Type: Sound

Modifiers: transient

sound file for this dialog node

Volume[edit]

Type: float

volume to pass on to PlaySound / PlayVoice

Structs[edit]

AnimInfo[edit]

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[edit]

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[edit]

Modifiers: native

name Who 
who needs an attitude adjustment
float Amount 
how much to change the mood by

NodeEventInfo[edit]

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[edit]

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[edit]

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[edit]

Native functions[edit]

IsValid[edit]

native function bool IsValid (optional DialogSession Session, optional bool bIgnoreSpokenCount)


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


Other instance functions[edit]

GetAudioLength[edit]

function float GetAudioLength ()


MakeAllPending[edit]

function MakeAllPending ()


MinPendingPctDelay[edit]

function float MinPendingPctDelay ()


NumPendingActions[edit]

function int NumPendingActions ()


PctDelayExpired[edit]

function bool PctDelayExpired (float PercentDelay, DialogSession Session)


PlayNodeAnims[edit]

function PlayNodeAnims (DialogSession S)


ProcessActions[edit]

function ProcessActions (DialogSession S)


ProcessNPCControls[edit]

function ProcessNPCControls (DialogSession S)


SendNodeEvents[edit]

function SendNodeEvents (DialogSession S)


SetEndingFocus[edit]

function SetEndingFocus ()


SetGestures[edit]

function SetGestures (DialogSession S)


TrackSatellites[edit]

function TrackSatellites (DialogSession S)