Difference between revisions of "TalkingActivator"
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imported>Haama (→TalkingActivator Window: Copied info from the Radio Station Category) |
imported>Haama (→TalkingActivator Window: OK, just moved all of the information from the Radio Station) |
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*'''Dangerous:''' Not used? Marks whether this object is dangerous or not. | *'''Dangerous:''' Not used? Marks whether this object is dangerous or not. | ||
*'''Radio Station:''' If checked, this talking activator will appear in the Radio Station dropdown list for [[Activator]] objects. | *'''Radio Station:''' If checked, this talking activator will appear in the Radio Station dropdown list for [[Activator]] objects. | ||
**'''Cont. Broadcast:''' Default Broadcast State for the radio station. | **'''Cont. Broadcast:''' Default Broadcast State for the radio station. Checked = on. | ||
***When the broadcast state is on, the radio station continually generates new conversations -- as soon as one is over a new one is generated and played. As long as the player is within the station's radius, she will be able to tune in and hear the station. | |||
***When the broadcast state is off, the radio station still exists, but plays only static unless a conversation is manually generated (see [[StartRadioConversation]]). | |||
**'''Non-Pipboy:''' | **'''Non-Pipboy:''' | ||
*'''On Local Map:''' | *'''On Local Map:''' |
Revision as of 12:13, 10 January 2009
Talking Activators allow for objects like radios and intercoms to exist in the Fallout 3 world.
TalkingActivator Window
TalkingActivators can be found, created and edited from the Objects window under Actors.
- ID: Unique identifier for this object.
- Name: Display name.
- Model: The name of the file assigned to this talking activator.
- Script: Name of the script running on this object.
- Voice Type: Type of voice used for this object when it runs dialogue.
- Looping Sound: Sound that plays continuously for talking activator.
- Add Destruction Data: To add destructible stages to the talking activator.
- Dangerous: Not used? Marks whether this object is dangerous or not.
- Radio Station: If checked, this talking activator will appear in the Radio Station dropdown list for Activator objects.
- Cont. Broadcast: Default Broadcast State for the radio station. Checked = on.
- When the broadcast state is on, the radio station continually generates new conversations -- as soon as one is over a new one is generated and played. As long as the player is within the station's radius, she will be able to tune in and hear the station.
- When the broadcast state is off, the radio station still exists, but plays only static unless a conversation is manually generated (see StartRadioConversation).
- Non-Pipboy:
- Cont. Broadcast: Default Broadcast State for the radio station. Checked = on.
- On Local Map:
- Quest Item: Not used, except to warn user in editor that item is a quest object before performing operations on it.
- Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.