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Scripted sentence (GoldSrc): Difference between revisions

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{{tabs|scripted_sentence|goldsrc = 1|source = 1|main = source}}  
{{tabs|scripted_sentence|goldsrc = 1|source = 1|main = source}}  
{{This is a|name=scripted_sentence|e0|engine=1|game=Half-Life}} (also in {{ricochet|4}}) This entity allows you to make a [[monster]] say something. Available sentence names can be found in the sound\[[sentences.txt]] file.
{{this is a|point entity|name=scripted_sentence|engine=GoldSrc|game=Half-Life}} (also in {{ricochet|4}}) This entity allows you to make a [[monster]] say something. Available sentence names can be found in the sound\[[sentences.txt]] file.


==Key Values==
==Key Values==

Latest revision as of 21:19, 17 May 2024

scripted_sentence is a point entity available in Half-Life Half-Life. (also in Ricochet Ricochet) This entity allows you to make a monster say something. Available sentence names can be found in the sound\sentences.txt file.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Delay before trigger (delay) <integer>
Delay in seconds before firing the targeted entity.
Killtarget (killtarget) <targetname>
Entity to remove when activated.
Sentence Name (sentence) <string>
Sentence to play.
Speaker Type (entity) <string>
This is the name of the entity that says the sentence. It can be a targetname of the specific monster or a classname.
Sentence Time (duration) <string>
The duration in seconds before the monster becomes available for usage by a player once the scripted sentence has started playing.
Search Radius (radius) <integer>
If speaker type is set to the monster's classname, the scripted_sentence will try to find the monster only in this radius (in units, relative to the scripted_sentence origin).
Delay Before Refire (refire) <string>
Delay before trying to find the appropriate monster again once the scripted_sentence is activated but failed to find the speaker.
Listener Type (listener) <string>
The name of the entity that the speaker will look towards while speaking.
Volume 0-10 (volume) <string>
Sound Radius (attenuation) <choices>
# Description
0 Small Radius
1 Medium Radius
2 Large Radius
3 Play Everywhere

Flags

Fire Once : [1]
Followers Only : [2]
Interrupt Speech : [4]
Concurrent : [8]