Say - ObjectReference
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Member of: ObjectReference Script
Causes this reference to speak a topic as if it were the specified actor.
Syntax[edit | edit source]
Function Say(Topic akTopicToSay, Actor akActorToSpeakAs = None, bool abSpeakInPlayersHead = false, \
ObjectReference akTarget = None) native
Parameters[edit | edit source]
- akTopicToSay: The topic the object should say
- akActorToSpeakAs: The actor this object reference should use to speak as (passed to topic conditions and used to select voices). This parameter is ignored if this function is called on an actor. If it is none, no actor will be used for conditions.
- Default: None
- abSpeakInPlayersHead: Should the voice come from within the player's head?
- Default: False
- akTarget: Target reference to say line to. Used for conditions.
- Default: None
Return Value[edit | edit source]
None.
Examples[edit | edit source]
; Have the actor say the topic
JoeBob.Say(HowdyTopic)
; Have the statue speak the topic as if it were the town guard
Statue.Say(HaltTopic, TownGuard)
Notes[edit | edit source]
Topics do not exist if their quest isn't running. Your property will not be None, but the function may reject your topic in that case.