Ai npc eventresponsesystem: Difference between revisions
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In code, it is represented by the
(→Inputs: |prel4d=1) |
m (also in portal 2) |
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{{lang|Ai npc eventresponsesystem}} | {{lang|Ai npc eventresponsesystem}} | ||
{{hl2 point|ai_npc_eventresponsesystem}} An entity that allows you to generate events for nearby friendly NPCs to respond to. {{todo|Example use?}} | {{hl2 point|ai_npc_eventresponsesystem}} An entity that allows you to generate events for nearby friendly NPCs to respond to. {{todo|Example use}}? | ||
{{stray ent|{{portal2}}}} | |||
{{code class|CNPCEventResponseSystemEntity|ai_eventresponse.cpp}} | {{code class|CNPCEventResponseSystemEntity|ai_eventresponse.cpp}} | ||
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==Keyvalues== | ==Keyvalues== | ||
{{KV BaseEntity| | {{KV BaseEntity|l4d=1|l4d2=1}} | ||
==Inputs== | ==Inputs== | ||
Line 16: | Line 18: | ||
{{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 | {{I BaseEntity|prel4d=1}} | ||
==Outputs== | ==Outputs== |
Revision as of 20:37, 14 September 2018


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

CNPCEventResponseSystemEntity
class, defined in theai_eventresponse.cpp
file.
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 <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.
- ForceTriggerResponseEventNoCancel <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.