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Phone Holocall

Rom's edited this page Apr 13, 2024 · 3 revisions

Simple search thru sources

  • HubMenuItems
  • questPhoneStatus
  • GetPhoneManager -> questPhoneManager
  • JournalPhoneMessage
  • UsePhoneRequest extends ScriptableSystemRequest
  • PickupPhoneRequest ...
  • StartEndPhoneCallEvent extends Event
  • UI_ComDeviceDef extends BlackboardDefinition
  • GameplayRoleComponent extends ScriptableComponent
  • PlayerPhone extends ScriptableComponent
  • GameInstance.GetScriptableSystemsContainer(this.m_Player.GetGame()).Get(n"PhoneSystem").QueueRequest(new UsePhoneRequest());
    let phoneBlackboard: wref<IBlackboard> = blackboardSystem.Get(GetAllBlackboardDefs().UI_ComDevice);
  • UiPhoneContextDecisions extends InputContextTransitionDecisions

And also:

PhoneOffDecisions extends ComDeviceTransition
PhoneOffEvents extends ComDeviceTransition
PhoneOnDecisions extends ComDeviceTransition
PhoneOnEvents extends ComDeviceTransition

Test difference between PlayVoiceOver et Play.

At first glance it seems PlayVoiceOver is mostly used with reactions (fear, etc) or environmental SFX (melee deflection, turret, stealth, climb, landing, etc).

Related mods

Additional notes

PlaySound

AISubActionPlaySound_Record

ApplyStatusEffectEvent

also "rumble.local." + presetName (e.g. weapon "rumble.local.heavy_pulse")

  • PlaySFXEffector
  • buttons
  • arcadeMachine
  • glitching (devices)
  • audioEvent in tvGameController
  • ui zoom level
  • Item
  • MapPin

it's closely tied to SoundPlayEvent.

2.12a

additional search

this.m_PsmBlackboard.GetInt(GetAllBlackboardDefs().PlayerStateMachine.Swimming) == 2 && !GameInstance.GetStatsSystem(this.GetGameInstance()).GetStatBoolValue(Cast<StatsObjectID>(localPlayer.GetEntityID()), gamedataStatType.CanUsePhoneUnderWater)