Caveats
CK Wiki - Notes
- For full dialogue as a different actor, you probably want TalkingActivator.
- If used on an actor and that actor attempts to initiate normal dialogue (for example a random greeting) while saying something through Say(), the game will crash to desktop.
- ObjectReferences aren't exempt from the need for a SEQ file. If one hasn't been generated, the Say function may fail.
Parameters
ActorakActorToSpeakAs=NONE
CK Wiki Description
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
boolabSpeakInPlayersHead=false
CK Wiki Description
Should the voice come from within the player's head?
- Default:False
Examples
; 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)Auto-Generated Example
Topic myTopic__akTopicToSay
Actor myActor__akActorToSpeakAs
bool myBool__abSpeakInPlayersHead
myObjectReference__toCallFunctionOn.Say(myTopic__akTopicToSay, myActor__akActorToSpeakAs, myBool__abSpeakInPlayersHead)