This article's documentation is for anything that uses the Source engine. Click here for more information.

Cycler actor: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(added Skin keyvalua that is non fgd, but does work if added manually. Also added warning about npc simply dying.)
(Distinguish cycler_actor from generic_actor.)
 
(6 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{lang|Cycler actor}}
{{LanguageBar}}
{{Ent not in fgd}}
{{Ent not in fgd}}
{{stub}}
{{CD|CFlextalkActor|base=CGenericActor|file1=genericactor.cpp}}
{{CD|CFlextalkActor|base=CGenericActor|file1=genericactor.cpp}}
{{this is a|point entity|name=cycler_actor|except=Left 4 Dead series}} It is used to display a model for testing purposes. Shooting it will cycle through the model's animations. This version of the {{ent|cycler}} entity is used for NPC's.
{{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.}}
{{warning|Most actors simply die after being shot.}}


==Keyvalues==
== 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 Targetname}}
{{KV|Model|intn=model|studio|Model}}
{{KV Model}}
{{KV|Skin|intn=skin|int|Some models have multiple [[$texturegroup|skins]]. This value selects from the index, starting with 0.|nofgd=1}}
{{KV|Sentence Group|intn=Sentence|string|{{todo}}}}
{{KV|Sentence Group|intn=Sentence|string|{{todo}}}}


==Inputs==
{{IO|Alpha|param=integer|Set Alpha Value}}


== See Also ==
== See Also ==
Line 20: Line 51:
* {{ent|cycler_weapon}}
* {{ent|cycler_weapon}}
* {{ent|cycler_wreckage}}
* {{ent|cycler_wreckage}}
* {{ent|generic_actor}}

Latest revision as of 06:49, 20 October 2025

English (en)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Counter-Strike: Global Offensive FGD by default.
See below for instructions on making it available.

Stub

This article or section is a stub. You can help by expanding it.

C++ Class hierarchy
CFlextalkActor
CGenericActor
CAI_BaseActor
CAI_ExpresserHost
CAI_BaseHumanoid
CAI_BaseHumanoidBase
CAI_BaseNPC
CBaseCombatCharacter
CBaseFlex
CBaseAnimatingOverlay
CBaseAnimating
CBaseEntity
C++ genericactor.cpp

cycler_actor is a model entity available in all Source Source games except Left 4 Dead seriesLeft 4 Dead series 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.

Warning.pngWarning:Most actors simply die after being shot.

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 +N applies 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. parentname or target).
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]


See Also