Concept: Difference between revisions

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{{stub}}
A '''concept''' is high-level statement that the code is trying to convey, such as say hello(TLK_HELLO), answer some question(TLK_ANSWER), call for help(TLK_HELP_ME), etc.  
A '''concept''' is high-level statement that the code is trying to convey, such as say hello ({{mono|TLK_HELLO}}), answer some question ({{mono|TLK_ANSWER}}), call for help ({{mono|TLK_HELP_ME}}), etc.  


You can command a NPC to speak based on a concept by using <code>Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )</code> method. This is defined in <code>AI_Speech.cpp</code>.
You can command a NPC to speak based on a concept by using <code>Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )</code> method. This is defined in <code>AI_Speech.cpp</code>.


<pre>bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )
<source lang=cpp>
bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )
{
{
AI_Response *result = SpeakFindResponse( concept, modifiers );
AI_Response *result = SpeakFindResponse( concept, modifiers );
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return spoke;
return spoke;
}
}
</pre>
</source>


It tries to find a response for the concept from [[Response System]] scripts. Then if it finds one, tries to dispatch it.
It tries to find a response for the concept from [[Response System]] scripts. Then if it finds one, tries to dispatch it.

Latest revision as of 02:09, 5 June 2025

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A concept is high-level statement that the code is trying to convey, such as say hello (TLK_HELLO), answer some question (TLK_ANSWER), call for help (TLK_HELP_ME), etc.

You can command a NPC to speak based on a concept by using Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ ) method. This is defined in AI_Speech.cpp.

bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )
{
	AI_Response *result = SpeakFindResponse( concept, modifiers );
	if ( !result )
	{
		return false;
	}

	SpeechMsg( GetOuter(), "%s (%x) spoke %s (%f)\n", STRING(GetOuter()->GetEntityName()),
		GetOuter(), concept, gpGlobals->curtime );

	bool spoke = SpeakDispatchResponse( concept, result );
	return spoke;
}

It tries to find a response for the concept from Response System scripts. Then if it finds one, tries to dispatch it.

NPC_talker.cpp is a good example integrating concept speaks within tasks and schedules. If you want to make a custom NPC that talks, this would be the best place to start.

You can also make a NPC choose a response via "DispatchResponse" entity input.

See also