Difference between revisions of "TalkingActivator"
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imported>Scornett |
imported>Catwheezle (Added "see also" section items.) |
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*'''[[:Category:Papyrus|Scripts]]:''' Papyrus Scripts associated with this object. | *'''[[:Category:Papyrus|Scripts]]:''' Papyrus Scripts associated with this object. | ||
To have the object simply say a single line as another actor, you can instead just use [[Say - ObjectReference]]. | |||
== See Also == | |||
*[[Bethesda Tutorial Conversations]] | |||
*[[Bethesda Tutorial Dialogue]] | |||
*[[Bethesda Tutorial Advanced Dialogue]] | |||
*[[IsTalkingActivatorActor]] | |||
*[[SetTalkingActivatorActor]] | |||
*[[IsTalking]] | |||
*[[Say - ObjectReference]] | |||
[[Category:Actors (Object List)]] | [[Category:Actors (Object List)]] |
Latest revision as of 00:46, 15 February 2012
Talking Activators allow for the player to engage in dialogue with non-actors.
TalkingActivators can be found, created and edited from the Objects window under Actors. They have the following properties:
- ID: The Editor ID of the object.
- Name: The object's display name.
- Model: The name of the model assigned to this talking activator.
- Looping Sound: A sound that plays continuously for this talking activator, if desired.
- Voice Type: The Voicetype used for this object when it speaks.
- Add Destruction Data: The destructible stages of this activator, if any.
- Radio Station: Not used.
- Cont Broadcast: Not used.
- Non-Pipboy: Not used.
- Random Anim Start: If checked, this object begins its idle animation at a random start time. This allows you to have several of the same animated activators in an area without their animations playing in sync.
- No Voice Filter Not used.
- On Local Map: Whether this object's local map representation, if any, will appear on the local map. Checked by default.
- Keywords: List of Keywords assigned to this object.
- Scripts: Papyrus Scripts associated with this object.
To have the object simply say a single line as another actor, you can instead just use Say - ObjectReference.