Shout (Procedure)
Revision as of 02:51, 15 February 2012 by imported>Catwheezle (Added "see also" section.)
Behavior
Description:
Move to the specified Location (unless JustHeadtrack is true) and use a shout. Similar to the UseMagic procedure.
The procedure completes:
After the shout.
Parameters
- Location (Location): Specifies where to be before starting to shout
- Shout (TargetSelector): Specifies a shout.
- Target (Target): Specifies a target at which to shout
- HoldWhenBlocked (Bool): If true, if there's someone else within the cone of fire who is closer than our target, don't shout.
- JustHeadtrack (Bool): When true, actor only headtracks the target, and won't path or use full-body animations. Useful for getting an actor to shout while moving.
Notes
- Does this procedure have a defined ending?
- Yes; as soon as the shout is complete it is considered to have ended successfully.
- How does this procedure deal with multiple targets?
- If an ObjectList is passed into the Target parameter, only the first target in an ObjectList is considered.
- Does this procedure involve moving the actor?
- Yes, unless the JustHeadtrack parameter is set to true, in which case the only movement it imparts (other than performing the shout itself) is headtracking.
- To allow the actor to shout from anywhere (whether or not JustHeadtrack is true), set Location to "Self".
- If HoldWhenBlocked is true and there is another actor within the cone of fire and closer than the target, the actor will wait before shouting. (On the procedure tree page of the NPC AI debug pages, this state will show up as "Aiming Blocked.")
- Otherwise, if the actor has the specified shout, and the target is within range, the actor will perform the shout.
See Also
- ??? None.