Difference between revisions of "TalkingActivator"

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imported>Haama
(→‎TalkingActivator Window: Copied info from the Radio Station Category)
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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:'''
**'''Cont. Broadcast:''' Default Broadcast State for the radio station. If checked, the radio station will be on and playing. If unchecked, the radio station will still exist and play static.
**'''Non-Pipboy:'''
**'''Non-Pipboy:'''
*'''On Local Map:'''
*'''On Local Map:'''

Revision as of 13:10, 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. If checked, the radio station will be on and playing. If unchecked, the radio station will still exist and play static.
    • Non-Pipboy:
  • 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.