Cycler actor: Difference between revisions
		
		
		
		
		
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Warning:Most actors simply die after being shot.
		
	
 (Cleanup)  | 
				 (Distinguish cycler_actor from generic_actor.)  | 
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{{  | {{LanguageBar}}  | ||
{{  | {{Ent not in fgd}}  | ||
{{stub}}  | |||
{{CD|CFlextalkActor|base=CGenericActor|file1=genericactor.cpp}}  | |||
{{This is a|model entity|name=cycler_actor|except=Left 4 Dead series}} It inherits from {{ent|generic_actor}} and is identical to each other. This NPC is made for testing the model's facial expressions. The actor's flex controllers can be manipulated via <code>flex_expression</code> and <code>flex_talk</code> [[List_of_Half-Life_2_console_commands_and_variables|ConVars]].   | |||
{{warning|Most actors simply die after being shot.}}  | |||
==  | == Conntrolling cycler_actor ==  | ||
<code>flex_expression</code> is parsed by the actor code to set flex (facial) targets.  | |||
* <code>flex_expression -</code> clears all flex targets (neutral face).  | |||
* <code>flex_expression ?</code> prints a list of available flex controller names to the console.  | |||
* <code>flex_expression <name></code> sets the flex controller named <name> to target=1.0 (e.g. flex_expression smile).  | |||
* <code>flex_expression +N</code> applies a predefined expression preset (if the model/engine provides them).  | |||
<code>flex_talk</code> is a small command switch used by the actor to trigger various talking/eye-look behaviors:   | |||
* <code>flex_talk -1 </code>→ force the actor to attempt to play one sentence (uses the Sentence key + an internal counter). After firing it resets to 0. e.g.   | |||
<source lang=c>  | |||
] ent_create cycler_actor model models/alyx.mdl sentence METROPOLICE_BACK_UP_A  | |||
] flex_talk -1  | |||
578 : METROPOLICE_BACK_UP_A0  | |||
] flex_talk -1  | |||
579 : METROPOLICE_BACK_UP_A1  | |||
] flex_talk -1  | |||
580 : METROPOLICE_BACK_UP_A2  | |||
</source>  | |||
* <code>flex_talk -2 </code>→ push the actor’s next eye-look far into the future (effectively prevents immediate eye-look).  | |||
* <code>flex_talk -3 </code>→ make the actor’s eye-look happen immediately.  | |||
* <code>flex_talk -4 </code>→ Add the player as a look target (actor will look at player).  | |||
* <code>flex_talk -5 </code>→ Force a chosen look target pick.  | |||
* <code>flex_talk 0 </code>→ normal / idle behavior (nothing forced).  | |||
==  | == Keyvalues ==  | ||
{{  | {{KV Targetname}}  | ||
{{KV Model}}  | |||
=  | {{KV|Sentence Group|intn=Sentence|string|{{todo}}}}  | ||
{{  | |||
== See Also ==  | |||
* {{ent|cycler}}  | |||
* {{ent|cycler_blender}}  | |||
* {{ent|cycler_flex}}  | |||
* {{ent|cycler_weapon}}  | |||
* {{ent|cycler_wreckage}}  | |||
* {{ent|generic_actor}}  | |||
Latest revision as of 05:49, 20 October 2025
| CFlextalkActor | 
cycler_actor  is a   model entity  available in all 
 Source games except ![]()
 Left 4 Dead series. It inherits from generic_actor and is identical to each other. This NPC is made for testing the model's facial expressions. The actor's flex controllers can be manipulated via flex_expression and flex_talk ConVars. 
Conntrolling cycler_actor
flex_expression is parsed by the actor code to set flex (facial) targets.
flex_expression -clears all flex targets (neutral face).
flex_expression ?prints a list of available flex controller names to the console.
flex_expression <name>sets the flex controller named <name> to target=1.0 (e.g. flex_expression smile).
flex_expression +Napplies a predefined expression preset (if the model/engine provides them).
flex_talk is a small command switch used by the actor to trigger various talking/eye-look behaviors: 
flex_talk -1→ force the actor to attempt to play one sentence (uses the Sentence key + an internal counter). After firing it resets to 0. e.g.
] ent_create cycler_actor model models/alyx.mdl sentence METROPOLICE_BACK_UP_A
] flex_talk -1
578 : METROPOLICE_BACK_UP_A0
] flex_talk -1
579 : METROPOLICE_BACK_UP_A1
] flex_talk -1
580 : METROPOLICE_BACK_UP_A2
flex_talk -2→ push the actor’s next eye-look far into the future (effectively prevents immediate eye-look).
flex_talk -3→ make the actor’s eye-look happen immediately.
flex_talk -4→ Add the player as a look target (actor will look at player).
flex_talk -5→ Force a chosen look target pick.
flex_talk 0→ normal / idle behavior (nothing forced).
Keyvalues
- 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 
- World Model (model) <model path>[ Edit ]
 - In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
 
- Sentence Group (Sentence) <string>
 - [Todo]