Speech semaphore: Difference between revisions
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Note:Any interrupted talkers will continue to talk.
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The '''speech semaphore''' restricts talkers' ability to talk. | The '''speech semaphore''' restricts talkers' ability to talk. | ||
By default, there are two semaphores: friendlies & foes (based on <code>IsPlayerAlly</code>). See <code>GetSpeechSemaphore</code> in <code>ai_speech.h</code> | By default, there are two semaphores for [[NPC]]: friendlies & foes (based on <code>IsPlayerAlly</code>). See <code>GetSpeechSemaphore</code> in <code>ai_speech.h</code> | ||
If <code>UseSemaphore</code> returns true, only one friendly and one foe is allowed to talk at a time. | If <code>UseSemaphore</code> returns true, only one friendly and one foe is allowed to talk at a time. | ||
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{{note|Any interrupted talkers will continue to talk.}} | {{note|Any interrupted talkers will continue to talk.}} | ||
[[Category:AI]][[Category:Glossary]] | ==See Also== | ||
* [[Player Ally]] | |||
* {{ent|ai_ally_speech_manager}} | |||
* {{ent|ai_speechfilter}} | |||
* [[Sentences]] | |||
[[Category:AI Programming]] | |||
[[Category:AI]] | |||
[[Category:Choreography]] | |||
[[Category:Level Design]] | |||
[[Category:Glossary]] | |||
Latest revision as of 18:26, 30 November 2025
The speech semaphore restricts talkers' ability to talk.
By default, there are two semaphores for NPC: 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.