Talk:Say
Revision as of 00:46, 13 October 2014 by imported>Syscrusher (Discussion added)
My testing indicates that the fourth parameter (forcing audio to be centered on the player) is ignored if the calling reference is an Actor. That is,
fooVoiceNPCref.say FooDialog, 0, FooVoiceNPC, 1
will say the dialog but will place it on the fooVoiceNPCref in the game, whereas
someObject.say FooDialog, 0, FooVoiceNPC, 1
will say the same dialog and will place it on the player.
Syscrusher (talk) 01:46, 13 October 2014 (EDT)