Concept: Difference between revisions
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{{stub}} | {{LanguageBar|title = Concept}} | ||
A '''concept''' is high level | |||
{{stub}} | |||
A '''concept''' is high-level statement that the code is trying to convey, such as say hello ({{mono|TLK_HELLO}}), answer some question ({{mono|TLK_ANSWER}}), call for help ({{mono|TLK_HELP_ME}}), etc. | |||
You can command a NPC to speak based on a concept by using <code>Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )</code> method. This is defined in <code>AI_Speech.cpp</code>. | You can command a NPC to speak based on a concept by using <code>Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )</code> method. This is defined in <code>AI_Speech.cpp</code>. | ||
< | <source lang=cpp> | ||
bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ ) | |||
{ | { | ||
AI_Response *result = SpeakFindResponse( concept, modifiers ); | AI_Response *result = SpeakFindResponse( concept, modifiers ); | ||
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return spoke; | return spoke; | ||
} | } | ||
</ | </source> | ||
It tries to find a response for the concept from [[Response System]] scripts. Then if it finds one, tries to dispatch it. | It tries to find a response for the concept from [[Response System]] scripts. Then if it finds one, tries to dispatch it. | ||
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You can also make a NPC choose a response via "DispatchResponse" entity input. | You can also make a NPC choose a response via "DispatchResponse" entity input. | ||
==See | ==See also== | ||
* [[Concept list]] | * [[Concept list]] | ||
[[Category:AI Programming]] |
Latest revision as of 02:09, 5 June 2025
A concept is high-level statement that the code is trying to convey, such as say hello (TLK_HELLO), answer some question (TLK_ANSWER), call for help (TLK_HELP_ME), etc.
You can command a NPC to speak based on a concept by using Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )
method. This is defined in AI_Speech.cpp
.
bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )
{
AI_Response *result = SpeakFindResponse( concept, modifiers );
if ( !result )
{
return false;
}
SpeechMsg( GetOuter(), "%s (%x) spoke %s (%f)\n", STRING(GetOuter()->GetEntityName()),
GetOuter(), concept, gpGlobals->curtime );
bool spoke = SpeakDispatchResponse( concept, result );
return spoke;
}
It tries to find a response for the concept from Response System scripts. Then if it finds one, tries to dispatch it.
NPC_talker.cpp
is a good example integrating concept speaks within tasks and schedules. If you want to make a custom NPC that talks, this would be the best place to start.
You can also make a NPC choose a response via "DispatchResponse" entity input.