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Tyrion.AI_TalkGoal

Extends
AI_CharacterGoal
Modifiers
editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_GoalBase
      |   
      +-- Tyrion.AI_Goal
         |   
         +-- Tyrion.AI_CharacterGoal
            |   
            +-- Tyrion.AI_TalkGoal

Variables Summary
InternalParameters
Pawntarget
Parameters
boolbNeedsToTurn
boolbPositional
boolbWaitForSpeech
Rotatorfacing
NamelipsyncAnimName
NamesubtitleTag
NametargetName
Inherited Variables from Tyrion.AI_Goal
achievingAction, activationSentinel, bDeleted, bGoalAchieved, bGoalConsidered, bGoalFailed, bInactive, bPermanent, bRemoveGoalOfSameType, bTerminateIfStolen, bTryOnlyOnce, bWakeUpPoster, deactivationSentinel, goalName, ignoreCounter, matchedN, notificationRecipients, parentAction, Priority, resource

Functions Summary
function construct (AI_Resource r, int pri, Name aLipsyncAnimName, Name aSubtitleTag, Pawn aTarget, Rotator aFacing, bool needsToTurn, bool waitForSpeech, bool positional))
Inherited Functions from Tyrion.AI_CharacterGoal
findResource, getResourceClass
Inherited Functions from Tyrion.AI_Goal
activate, addNotificationRecipient, beingAchieved, changePriority, cleanup, construct, deactivate, findGoalByName, findGoalInCharacterByName, findGoalInSquadByName, findGoalInTurretByName, findGoalInVehicleByName, getResource, handleGoalFailure, handleGoalSuccess, hasCompleted, init, markGoalAsAchieved, markGoalAsFailed, myAddRef, notifyCompletion, onSensorMessage, postGoal, priorityFn, setUpDeactivationSentinel, unPostGoal, wasAchieved, wasConsidered, wasNotAchieved


Variables Detail

InternalParameters

target Source code

var(InternalParameters) editconst Pawn target;

Parameters

bNeedsToTurn Source code

var(Parameters) bool bNeedsToTurn;
If true the targetName and facing values will be used

bPositional Source code

var(Parameters) bool bPositional;
Whether the sound is to be positional or 2D

bWaitForSpeech Source code

var(Parameters) bool bWaitForSpeech;
Whether the action should wait till the sound has finished playing before continuing

facing Source code

var(Parameters) Rotator facing;
Where the AI turns to before talking if targetName is none

lipsyncAnimName Source code

var(Parameters) Name lipsyncAnimName;
The name of the lipsync animation to play

subtitleTag Source code

var(Parameters) Name subtitleTag;
The localization tag for the subtitle text of the dialogue

targetName Source code

var(Parameters) Name targetName;
The pawn to talk to


Functions Detail

construct Source code

overloaded function construct ( AI_Resource r, int pri, Name aLipsyncAnimName, Name aSubtitleTag, Pawn aTarget, Rotator aFacing, bool needsToTurn, bool waitForSpeech, bool positional) )


Defaultproperties

defaultproperties
{
	bNeedsToTurn = true
	bInactive = false
	bPermanent = false
}



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Creation time: st 23.5.2018 00:10:27.654 - Created with UnCodeX