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Phone Holocall
Rom's edited this page Apr 13, 2024
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3 revisions
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).
AISubActionPlaySound_Record
ApplyStatusEffectEvent
also "rumble.local." + presetName (e.g. weapon "rumble.local.heavy_pulse")
PlaySFXEffector
- buttons
- arcadeMachine
- glitching (devices)
-
audioEvent
intvGameController
- ui zoom level
- Item
- MapPin
it's closely tied to SoundPlayEvent
.
this.m_PsmBlackboard.GetInt(GetAllBlackboardDefs().PlayerStateMachine.Swimming) == 2 && !GameInstance.GetStatsSystem(this.GetGameInstance()).GetStatBoolValue(Cast<StatsObjectID>(localPlayer.GetEntityID()), gamedataStatType.CanUsePhoneUnderWater)