scripted_sentence

From Valve Developer Community

Revision as of 03:35, 20 January 2009 by VDCBot (Talk | contribs)
(diff) ← Older revision | Current revision (diff) | Newer revision → (diff)
Jump to: navigation, search


Contents

Entity Description

Creates a scripted sentence, usually spoken by an NPC.

Can be considered somewhat obsolete, as there are more advanced alternatives:

  • For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a logic_choreographed_scene entity pointing to a VCD file made in the Faceposer editor.
  • For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple ambient_generic entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the sentences.txt file.


Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • sentence
<string> The sentence group name, as found in sentences.txt.
  • entity
<target_name_or_class> Speaker Type
  • delay
<float> Additional Sentence Time
  • radius
<float> Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
  • refire
<float> Timed delay (in seconds) before refiring.
  • listener
<target_destination> Listener Type
  • volume
<float> A value from 0-10.
  • attenuation
<choices> Sound Radius
Literal Value Description
0 Small Radius
1 Medium Radius
2 Large Radius
3 Play Everywhere

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • BeginSentence
Starts the scripted sentence.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • OnBeginSentence
Fires when the sentence begins
  • OnEndSentence
Fires when the sentence ends
Personal tools