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# Tyrion.ActionSpeak

Extends
  ActionGoalAction

    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

### ActionSpeak

#### AIGoal_facing Source code

var(ActionSpeak) actionnoresolve Rotator AIGoal_facing;

> Direction the AI will turn to if AIGoal_listener is None (only valid if speaker is an AI)

#### AIGoal_listener Source code

var(ActionSpeak) Name AIGoal_listener;

> Pawn the AI will speak to (only valid if target is an AI)

#### AIGoal_priority Source code

var(ActionSpeak) float AIGoal_priority;

> Priority of AI goal (only valid if speaker is an AI)

#### bNeedsToTurn Source code

var(ActionSpeak) bool bNeedsToTurn;

> If true the AIGoal_listener and AIGoal_facing values will be used

#### bPositional Source code

var(ActionSpeak) bool bPositional;

> Whether the speech is to be positional or not

#### bWaitForSpeech Source code

var(ActionSpeak) bool bWaitForSpeech;

> If true the script will wait until the speech has finished

#### speechTag Source code

var(ActionSpeak) Name speechTag;

> Tag for the speech, or mojo cutscene. This should NOT include the package name

Functions Detail

#### editorDisplayString Source code

function editorDisplayString ( out string s) )

#### execute Source code

latent function Variable execute ( ) )

#### PrecacheSpeech Source code

simulated function PrecacheSpeech ( SpeechManager Manager) )

Defaultproperties

    defaultproperties
    {
    	bWaitForSpeech		= true
    	bPositional			= true
    	bNeedsToTurn		= false
    	AIGoal_priority		= 50

    	returnType			= None
    	actionDisplayName	= "Speak"
    	actionHelp			= "Makes a character speak"
    	category			= "AudioVisual"
    }

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Creation time: st 23.5.2018 00:10:26.107 - Created with UnCodeX