Ai npc eventresponsesystem: Difference between revisions

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{{DISPLAYTITLE:ai_npc_eventresponsesystem}}
{{hl2 point|ai_npc_eventresponsesystem}} (Since Half-Life 2: Episode One)
{{hl2 point|ai_npc_eventresponsesystem}} (Since Half-Life 2: Episode One)



Revision as of 14:16, 1 August 2018

Template:Hl2 point (Since Half-Life 2: Episode One)

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 or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

TriggerResponseEvent ([todo internal name (i)]) <string>
Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.


ForceTriggerResponseEvent ([todo internal name (i)]) <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.

Outputs