TalkingActivator
Revision as of 15:08, 10 December 2007 by imported>Xorrel (→'''TalkingActivator Window''')
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:
- 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.