Fallout3:Talking Activator Window
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Version vom 21. Februar 2009, 01:23 Uhr von Keris (Diskussion | Beiträge)
Talking Activator Window
Im Objekt Window gibt es einen Eintrag "Talking Activator". Hier kann einfach per Doppelclick das Fenster aufgerufen werden.
- ID: Der eindeutige Kennung
- Name: der angezeigte Name.
- Model: The name of the file assigned to this talking activator.
- Script: Das Script, das mit diesem Objekt verknüpft ist
- Voice Type: Der Stimmtyp, der für Dialoge mit diesem Object genutzt wird.
- Looping Sound: Sound der durchgängig gespielt wird.
- Add Destruction Data: To add destructible stages to the talking activator.
- Dangerous: Not used? Marks whether this object is dangerous or not.
- Radio Station: Wenn aktiviert, taucht der Talking Activator in der Liste der Radio Stationen auf.
- 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). o 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.