Ai npc eventresponsesystem: Difference between revisions

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{{IO|ForceTriggerResponseEvent|param=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.}}
{{IO|ForceTriggerResponseEvent|param=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.}}
{{IO|ForceTriggerResponseEventNoCancel|param=string|Fire an NPC Response Event, and force the first available NPC to speak the response (but '''don't''' break 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.}}
{{IO|ForceTriggerResponseEventNoCancel|param=string|Fire an NPC Response Event, and force the first available NPC to speak the response (but '''don't''' break 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.}}
{{I BaseEntity|base=1}}
{{I BaseEntity|base=1|prel4d=1}}


==Outputs==
==Outputs==

Revision as of 14:33, 7 September 2018

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Template:Hl2 point An entity that allows you to generate events for nearby friendly NPCs to respond to.

Todo: Example use?
C++ In code, it is represented by theCNPCEventResponseSystemEntityclass, defined in theai_eventresponse.cppfile.

ConVars/Commands

Cvar/Command Parameters or default value Descriptor Effect
ai_debug_eventresponses 0 0 disables, 1 enables "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them."

Keyvalues

Inputs

TriggerResponseEvent <stringRedirectInput/string>
Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
ForceTriggerResponseEvent <stringRedirectInput/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.
ForceTriggerResponseEventNoCancel <stringRedirectInput/string>
Fire an NPC Response Event, and force the first available NPC to speak the response (but don't break 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