Logic choreographed scene: Difference between revisions
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{{this is a|e0|name=logic_choreographed_scene|sprite=choreo_scene.png}} It manages a [[:Category:Choreography|choreographed scene]] of one or more [[NPC|actors]]. | {{this is a|e0|name=logic_choreographed_scene|sprite=choreo_scene.png}} It manages a [[:Category:Choreography|choreographed scene]] of one or more [[NPC|actors]]. | ||
For an example on how this entity can be used, see the [[npc_gman_overwatch]] prefab. | For an example on how this entity can be used, see the [[npc_gman_overwatch]] prefab. | ||
{{bug|In multiplayer, the actor must be within a player's [[PVS]] in order for lines to be heard. This does not apply in {{game link|Portal 2}}}}{{ | __NOTOC__ | ||
{{bug|In multiplayer, the actor must be within a player's [[PVS]] in order for lines to be heard. This does not apply in {{game link|Portal 2}}}} | |||
{{AltNames|name1=scripted_scene}} | |||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Scene file|intn=SceneFile|scene|The [[VCD]] scene file to use.}} | {{KV|Scene file|intn=SceneFile|scene|The [[VCD]] scene file to use.}} | ||
{{KV|Target 1|intn=target1|to=Target 8|intn2=target8|target_destination|Use these keyvalues to specify the resolution of Actor or Event Target names that are using a [[Choreography_Implementation#Using_.21Target.23_Names|!Target#]] name in the VCD.}} | {{KV|Target 1|intn=target1|to=Target 8|intn2=target8|target_destination|Use these keyvalues to specify the resolution of Actor or Event Target names that are using a [[Choreography_Implementation#Using_.21Target.23_Names|!Target#]] name in the VCD.}} | ||
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:* 0 : Do Nothing | :* 0 : Do Nothing | ||
:* 1 : Cancel Script and return to AI | :* 1 : Cancel Script and return to AI | ||
== Inputs == | == Inputs == | ||
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{{IO|OnCanceled|The scene has been canceled}} | {{IO|OnCanceled|The scene has been canceled}} | ||
{{IO|OnTrigger1|to=OnTrigger16|Scene trigger 1. {{activator|activator}}}} | {{IO|OnTrigger1|to=OnTrigger16|Scene trigger 1. {{activator|activator}}}} | ||
== See Also == | |||
* {{ent|instanced_scripted_scene}} | |||
* {{ent|logic_scene_list_manager}} | |||
* {{ent|scene_manager}} | |||
[[Category:Choreography]] | [[Category:Choreography]] |
Revision as of 09:36, 22 April 2024


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CSceneEntity |
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logic_choreographed_scene
is an e0 available in all Source games. It 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.

scripted_scene
. 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
- Target 1 (target1) to Target 8 (target8) <targetname>
- Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
- If an Actor is talking... (busyactor) <choices>
- What to do if an actor this scene needs is already talking when this scene is told to start.
- 0 : Start immediately
- 1 : Wait for actor to finish
- 2 : Interrupt at next interrupt event
- 3 : Cancel at next interrupt event
- On player death (onplayerdeath) <choices>
- What should this entity do if the player dies
- 0 : Do Nothing
- 1 : 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
- CancelAtNextInterrupt
Cancel
s playback of the scene at the next interrupt event in the scene.
- PitchShift <float >
- Multiplies the pitch
- 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.
Outputs
- OnStart
- The scene has started
- OnCompletion
- The scene has completed
- OnCanceled
- The scene has been canceled
- OnTrigger1 to OnTrigger16
- Scene trigger 1. (!activator is the activator)