Base Actor: Difference between revisions

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Generic_Actors are used throughout Half-Life 2 in many places and areas.
The generic actor [[entity]] is like an [[AI]] with no purpose, not until you give it one.
A good example of using this entity would be Lamarr in Dr. Keliners laboratory.
They are commonly used for [[NPC]]s that you don't fully interact with, they can be considered "cheap" AI for cinematic purposes.


== Notable Information ==


Generic_Actors have a few key features that should be known;
They are neutral to everyone, which saves creating [http://developer.valvesoftware.com/wiki/Relationships AI_Relationships].


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They are killed in a single hit.


They are more effective than using a NPC character, they are neutral to everything (saves modifying [http://developer.valvesoftware.com/wiki/Relationships AI_Relationships]) and everyone.
They are '''not''' armed by default, further editing may be required to equip them or add attachments.


They die in one hit / shot.
They can be ''any'' character.


They can be ANY character (in the MODEL setting, just browse for what you want).
They can be made to talk using the [http://developer.valvesoftware.com/wiki/Logic_choreographed_scene logic_choreographed_scene] entity.


They can NOT be armed with a weapon.
They can be made to move using the [http://developer.valvesoftware.com/wiki/Scripted_sequence scripted_sequence] entity.


They can talk using a logic_choreographed_scene.
==  Requirements for Usage ==


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A good bit of [[Scripted_sequence|scripting]] is necessary to use Generic Actors to their full extent, using a Scripted Sequence you may manipulate a number of settings, including: movement animations, action animations, how to move to it, whether to loop the set action or post idle animation and what should happen upon their deaths.


== Best methods of Use ==


[http://developer.valvesoftware.com/wiki/Base_Actor#Requirements_for_Usage See Above].


By Rasirez.
[[Category:AI]]

Latest revision as of 12:58, 24 May 2012

The generic actor entity is like an AI with no purpose, not until you give it one. They are commonly used for NPCs that you don't fully interact with, they can be considered "cheap" AI for cinematic purposes.

Notable Information

They are neutral to everyone, which saves creating AI_Relationships.

They are killed in a single hit.

They are not armed by default, further editing may be required to equip them or add attachments.

They can be any character.

They can be made to talk using the logic_choreographed_scene entity.

They can be made to move using the scripted_sequence entity.

Requirements for Usage

A good bit of scripting is necessary to use Generic Actors to their full extent, using a Scripted Sequence you may manipulate a number of settings, including: movement animations, action animations, how to move to it, whether to loop the set action or post idle animation and what should happen upon their deaths.

Best methods of Use

See Above.