Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 |
class ActionPlaySpeech extends Scripting.Action; var() actionnoresolve Sound soundObject "The name of the sound object to play."; var() String speech "An alternative to the 'soundObject' field that allows the return value from a script action to be used, specify <package>.<soundname>"; var() bool waitForSpeech "If true the script will block until the speech has finished"; var() Character speaker "Character who will be speaking"; var() bool bPlayerSpeaker "whether the speaker is the player"; var() bool bPositional "Whether the speech is to be positional or not"; // execute latent function Variable execute() { /* local Sound speechSound; local Controller c; */ local float duration; Super.execute(); if(bPlayerSpeaker) speaker = PlayerCharacterController(parentScript.Level.GetLocalPlayerController()).character; if(speaker != None && speaker.IsA('AICharacter')) { } else { duration = parentScript.Level.speechManager.PlayScriptedSpeech(speaker, Name(speech), bPositional); if(waitForSpeech) Sleep(duration); } /* if (speech != "") speechSound = Sound(DynamicLoadObject(speech, class'Sound', true)); else speechSound = soundObject; if (speechSound != None) { c = parentScript.Level.GetLocalPlayerController(); if (c != None) { if (c.pawn != None) c.pawn.PlaySound(speechSound, SLOT_Talk, 1.0,,, 1000); else c.PlaySound(speechSound, SLOT_Talk, 1.0,,, 1000); } if (waitForSpeech) Sleep(parentScript.GetSoundDuration(speechSound)); } else { if (speech != "") logError("Couldn't find speech sound " $ speech); else logError("Couldn't find speech sound " $ soundObject); } */ return None; } // editorDisplayString function editorDisplayString(out string s) { if (speech != "") s = "Play speech " $ propertyDisplayString('speech'); else s = "Play speech " $ soundObject; } defaultproperties { waitForSpeech = true speaker = None bPositional = false returnType = None actionDisplayName = "Play speech" actionHelp = "Plays some dialogue" category = "AudioVisual" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |