Concept: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
Kestrelguy (talk | contribs) m (added language bar.) |
||
| Line 1: | Line 1: | ||
{{lang|Concept}} | |||
{{stub}}[[Category:AI Programming]] | {{stub}}[[Category:AI Programming]] | ||
A '''concept''' is high level | 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 <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>. | ||
Revision as of 18:40, 9 May 2022
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.