Difference between revisions of "IsActorTalkingThroughActivator"

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  [''ActorREF''.]IsActorTalkingThroughActivator ''TalkingActivatorREF''
  [''ActorREF''.]IsActorTalkingThroughActivator ''TalkingActivatorREF''
When used as a condition in dialogue, in order to return a useful result it must be set to run on the Linked Reference. No second parameter is needed.


=='''Examples'''==
=='''Examples'''==
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[[Category:Functions]]
[[Category:Functions]]
[[Category:Functions (GECK 1.1)]]
[[Category:Condition Functions]]
[[Category:Condition Functions]]
[[Category:Condition Functions (GECK 1.1)]]

Latest revision as of 11:58, 13 July 2010

Description[edit | edit source]

IsActorTalkingThroughActivator Tests if the player is currently talking to an activator which has been associated to this actor via the SetTalkingActivatorActor function. It is called on an Actor (reference).

Syntax[edit | edit source]

[ActorREF.]IsActorTalkingThroughActivator TalkingActivatorREF

When used as a condition in dialogue, in order to return a useful result it must be set to run on the Linked Reference. No second parameter is needed.

Examples[edit | edit source]

BuddyRef.IsActorTalkingThroughActivator ComputerRef

Check to see if Buddy is talking through the computer.

Notes[edit | edit source]

  • Note that this is almost always used only as a condition function, since it only returns true when the actor is actually in dialogue through the activator.


See Also[edit | edit source]

IsTalkingActivatorActor
SetTalkingActivatorActor

Reference[edit | edit source]

None provided.