Ai npc eventresponsesystem: Difference between revisions
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: Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak. | : Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak. | ||
==Outputs== | ==Outputs== | ||
* {{ | * {{O Targetname}} | ||
[[Category:Half-Life 2: Episode One Entities]] | [[Category:Half-Life 2: Episode One Entities]] |
Revision as of 20:10, 19 January 2009
Entity Description
An entity that allows you to generate events for nearby friendly NPCs to respond to.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- TriggerResponseEvent <string>
- Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
- ForceTriggerResponseEvent <string>
- Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.