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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
Pawn | target
Parameters
bool | bNeedsToTurn
bool | bPositional
bool | bWaitForSpeech
Rotator | facing
Name | lipsyncAnimName
Name | subtitleTag
Name | targetName

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
|  | 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