Talk:Say

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Revision as of 00:46, 13 October 2014 by imported>Syscrusher (Discussion added)
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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)