Speech semaphore: Difference between revisions
Jump to navigation
Jump to search
Note:Any interrupted talkers will continue to talk.
No edit summary |
Thunder4ik (talk | contribs) |
||
| (One intermediate revision by one other user not shown) | |||
| Line 1: | Line 1: | ||
{{Dead end|date=January 2024}} | |||
The '''speech semaphore''' restricts talkers' ability to talk. | The '''speech semaphore''' restricts talkers' ability to talk. | ||
| Line 8: | Line 10: | ||
{{note|Any interrupted talkers will continue to talk.}} | {{note|Any interrupted talkers will continue to talk.}} | ||
[[Category:AI]][[Category:Glossary]] | [[Category:AI Programming]] | ||
[[Category:Level Design]] | |||
[[Category:Glossary]] | |||
Latest revision as of 15:06, 7 January 2024
This article has no
links to other VDC articles. Please help improve this article by adding links
that are relevant to the context within the existing text.
January 2024
January 2024
The speech semaphore restricts talkers' ability to talk.
By default, there are two semaphores: friendlies & foes (based on IsPlayerAlly). See GetSpeechSemaphore in ai_speech.h
If UseSemaphore returns true, only one friendly and one foe is allowed to talk at a time.
If UseSemaphore returns false (whether based entirely on code or on spawnflags), the talker can interrupt other talkers.