Logic choreographed scene: Difference between revisions
		
		
		
		
		
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| m (Robot: fixing template case.) | m (Robot: fixing template case.) | ||
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| ==Inputs== | ==Inputs== | ||
| * {{ | * {{I Targetname}} | ||
| * '''Start''' | * '''Start''' | ||
Revision as of 19:34, 19 January 2009
Entity Description
Manages a choreographed scene of one or more actors.
For an example on how this entity can be used, see the npc_gman_overwatch prefab.
Keyvalues
- SceneFile
- <scene> The VCD scene file to use.
- target(1-8)
- <target_destination> Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
- busyactor
- <choices> If an Actor is already talking...
- Literal Value - Description - 0 - Start immediately - 1 - Wait for actor to finish - 2 (in all games since  ) )- Interrupt at next interrupt event (in all games since  ) )- 3 (in all games since  ) )- Cancel at next interrupt event (in all games since  ) )
- onplayerdeath (in all games since  ) )
- If set, NPC will cancel script and return to AI.
Inputs
- Start
- Starts playback of the scene file
- Pause
- Pauses playback of the scene file
- Resume
- Resumes playback of the scene if it has been paused
- Cancel
- Cancels playback of the scene
- InterjectResponse <string>
- Finds an actor who can respond to the specified concept string while the scene continues playing
- StopWaitingForActor
- Stop waiting on an actor to stop talking.
- CancelAtNextInterrupt (in all games since  ) )
- Cancels playback of the scene at the next interrupt event in the scene.
Outputs
- OnStart
- The scene has started
- OnCompletion
- The scene has completed
- OnCanceled
- The scene has been cancelled
- OnTrigger(1-8)
- Scene trigger (1-8). (!activator is the activator)
