Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Core.Object | +-- Scripting.Action | +-- Tyrion.TyrionScriptAction | +-- Tyrion.ActionGoalAction | +-- Tyrion.ActionSpeak
Variables Summary | |
---|---|
ActionSpeak | |
Rotator | AIGoal_facing |
Name | AIGoal_listener |
float | AIGoal_priority |
bool | bNeedsToTurn |
bool | bPositional |
bool | bWaitForSpeech |
Name | speechTag |
Inherited Variables from Tyrion.ActionGoalAction |
---|
target |
Functions Summary | ||
---|---|---|
editorDisplayString (out string s)) | ||
Variable | execute ())) | |
PrecacheSpeech (SpeechManager Manager)) |
Inherited Functions from Tyrion.ActionGoalAction |
---|
postGoal, unpostGoal |
Inherited Functions from Tyrion.TyrionScriptAction |
---|
enumTyrionTargets |
Variables Detail |
---|
Direction the AI will turn to if AIGoal_listener is None (only valid if speaker is an AI)
Pawn the AI will speak to (only valid if target is an AI)
Priority of AI goal (only valid if speaker is an AI)
If true the AIGoal_listener and AIGoal_facing values will be used
Whether the speech is to be positional or not
If true the script will wait until the speech has finished
Tag for the speech, or mojo cutscene. This should NOT include the package name
Functions Detail |
---|
Defaultproperties |
---|
defaultproperties { bWaitForSpeech = true bPositional = true bNeedsToTurn = false AIGoal_priority = 50 returnType = None actionDisplayName = "Speak" actionHelp = "Makes a character speak" category = "AudioVisual" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |