Logic choreographed scene: Difference between revisions

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==Entity Description==
==Entity Description==
[[Image:choreo_scene.png|left]]Manages a [[:Category:Choreography|choreographed scene]] of one or more actors.
[[Image:choreo_scene.png|left]]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.

Revision as of 00:45, 22 September 2010

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Entity Description

Choreo scene.png

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.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • SceneFile
<scene> The VCD scene file to use.
  • target(1-8)
<target_destination> Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
  • busyactor
<choices> If an Actor is already talking...
Literal Value Description
0 Start immediately
1 Wait for actor to finish
(in all games since Half-Life 2: Episode One) Interrupt at next interrupt event (in all games since Half-Life 2: Episode One)
(in all games since Half-Life 2: Episode One) Cancel at next interrupt event (in all games since Half-Life 2: Episode One)
  • onplayerdeath (in all games since Half-Life 2: Episode One)
If set, NPC will 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
  • 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.
  • CancelAtNextInterrupt (in all games since Half-Life 2: Episode One)
Cancels playback of the scene at the next interrupt event in the scene.

Outputs

  • OnStart
The scene has started
  • OnCompletion
The scene has completed
  • OnCanceled
The scene has been cancelled
  • OnTrigger(1-8)
Scene trigger (1-8). (!activator is the activator)