Func orator: Difference between revisions
		
		
		
		
		
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 Note:This entity does not require a model to function. However, in
Note:This entity does not require a model to function. However, in  Left 4 Dead not using a model causes the console to print a
 Left 4 Dead not using a model causes the console to print a  Left 4 Dead 2 this message was removed and in official maps it's used without a model.
 Left 4 Dead 2 this message was removed and in official maps it's used without a model.
 Note:Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.
Note:Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.
 Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).
Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).  
 Note:This entity can optionally use a model. See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note:This entity can optionally use a model. See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.  
		
	
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| {{ | {{LanguageBar}} | ||
| ==  | {{CD|CFlexExpresser}} | ||
| {{this is a|model entity|name=func_orator|series=Left 4 Dead}} It's an entity that allows the firing of a [[Response_System|response rule]] to a random player, allowing them to talk when prompted.<br> | |||
| This can be used for a simple one-liner, or to create whole conversations. | |||
| '''Example uses:''' | |||
| * Campaign intros firing an intro response rule, which causes one of many conversations to take place. | |||
| * Panic events where the relay to start the event eventually fires an output to any player, making them speak up that the path is now cleared. | |||
| * Scripting conversations between the players and the person on the radio in the finale. | |||
| *  | |||
| *  | |||
| {{Note|This entity does not require a model to function. However, in {{l4d|2}} not using a model causes the [[console]] to print a <code>WARNING: orator at X Y Z missing modelname</code>. Which can be ignored. In {{l4d2|2}} this message was removed and in official maps it's used without a model.}} | |||
| {{Note|Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.}} | |||
| {{func point ent}} | |||
| | | |||
| | | |||
| == Keyvalues == | |||
| {{studio rendering note|prepend=This entity can optionally use a model.}} | |||
| {{KV Targetname}} | |||
| {{KV|Max Followup Dist|intn=maxThenAnyDispatchDist|only={{l4d2}}|float|A 'then ANY' followup on a response from this orator will dispatch to characters up to this many units away. Leave 0 to mean that even an infinitely distant character may respond.}}}} | |||
| ==Flags== | == Flags == | ||
| {{fl|1|Not Solid}} | |||
| == Inputs == | == Inputs == | ||
| {{I|SpeakResponseConcept|Speak the specified response concept|param=string}} | |||
Latest revision as of 04:31, 19 May 2025
|  Class hierarchy | 
|---|
| CFlexExpresser | 
func_orator  is a   model entity  available in 
 Left 4 Dead series. It's an entity that allows the firing of a response rule to a random player, allowing them to talk when prompted.
 Left 4 Dead series. It's an entity that allows the firing of a response rule to a random player, allowing them to talk when prompted.
This can be used for a simple one-liner, or to create whole conversations.
Example uses:
- Campaign intros firing an intro response rule, which causes one of many conversations to take place.
- Panic events where the relay to start the event eventually fires an output to any player, making them speak up that the path is now cleared.
- Scripting conversations between the players and the person on the radio in the finale.
 Note:This entity does not require a model to function. However, in
Note:This entity does not require a model to function. However, in  Left 4 Dead not using a model causes the console to print a
 Left 4 Dead not using a model causes the console to print a WARNING: orator at X Y Z missing modelname. Which can be ignored. In  Left 4 Dead 2 this message was removed and in official maps it's used without a model.
 Left 4 Dead 2 this message was removed and in official maps it's used without a model. Note:Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.
Note:Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio. Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).
Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).  Keyvalues
 Note:This entity can optionally use a model. See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note:This entity can optionally use a model. See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.  - Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Max Followup Dist (maxThenAnyDispatchDist)  <float> (only in  ) )
- A 'then ANY' followup on a response from this orator will dispatch to characters up to this many units away. Leave 0 to mean that even an infinitely distant character may respond.}}
Flags
- Not Solid : [1]
Inputs
- SpeakResponseConcept <string>
- Speak the specified response concept

























