Template:KV TalkNPC: Difference between revisions

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m (ep1 add)
m (Robot: fixing template case.)
Line 7: Line 7:
: <string> Use this sentence for what to say when the NPC gets ''used'' again
: <string> Use this sentence for what to say when the NPC gets ''used'' again


* '''{{ep1 add|DontUseSpeechSemaphore}}'''
* '''{{EP1 add|DontUseSpeechSemaphore}}'''
: {{boolean}} If set, friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
: {{boolean}} If set, friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.

Revision as of 19:18, 19 January 2009

Template:Kv basenpc

  • UseSentence
<string> Use this sentence for what to say when the NPC gets used
  • UnUseSentence
<string> Use this sentence for what to say when the NPC gets used again
  • DontUseSpeechSemaphore (in all games since Half-Life 2: Episode One)
<boolean> If set, friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.