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logic_choreographed_scene
class hierarchy |
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CSceneEntity defined in sceneentity.cpp
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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
. Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- 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
StopWaitingForActor
- Stop waiting on an actor to stop talking.
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)