logic_choreographed_scene
Class hierarchy |
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CSceneEntity |
sceneentity.cpp
|
logic_choreographed_scene
is a point entity available in all Source games. It manages a choreographed scene of one or more actors.
For an example on how this entity can be used, see the npc_gman_overwatch prefab.
AltNames: This entity is also tied to
scripted_scene
. There are lines in code searching for "logic_choreographed_scene". Todo: document side effects of using scripted_scene as classname
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Scene file
(SceneFile)
<scene> - The VCD scene file to use.
- Target 1
(target1)
to Target 8(target8)
<targetname> - Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
- If an Actor is talking...
(busyactor)
<choices> - What to do if an actor this scene needs is already talking when this scene is told to start.
- 0 : Start immediately
- 1 : Wait for actor to finish
- 2 : Interrupt at next interrupt event
- 3 : Cancel at next interrupt event
- On player death
(onplayerdeath)
<choices> - What should this entity do if the player dies
- 0 : Do Nothing
- 1 : Cancel Script and return to AI
Inputs
Start
- Starts playback of the scene file
Pause
- Pauses playback of the scene file
Resume
- Resumes playback of the scene if it has been paused
Cancel
- Cancels playback of the scene
CancelAtNextInterrupt
Cancel
s playback of the scene at the next interrupt event in the scene.
PitchShift
<float>- Multiplies the pitch
InterjectResponse
<string>- Finds an actor who can respond to the specified concept string while the scene continues playing.
- Note:In order to use the interjection, the target actor needs to have a "Permit Responses" event (or multiple) added on the choreo timeline, and the playback needs to be within the span of those events.
The input parameter here is the name of the response concept, not the response itself. - Tip:The sole instance in which this feature is used in Half-Life 2 is in Kleiner's Lab.
Seesdk_d1_trainstation_05.vmf
provided in the Source SDK, and see the VCD such asscenes/k_lab/lab01.vcd
for the Permit Responses usage.
StopWaitingForActor
- Stop waiting on an actor to stop talking.
SetTarget1
toSetTarget4
<string> (in all games since )- Sets
target1
totarget4
keyvalues.
Outputs
OnStart
- The scene has started
OnCompletion
- The scene has completed
OnCanceled
- The scene has been canceled
OnTrigger1
toOnTrigger16
- Scene trigger 1. (
!activator
is the activator)