Logic choreographed scene: Difference between revisions

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{{wrongtitle|title=logic_choreographed_scene}}
{{hl2 point|logic_choreographed_scene|sprite=choreo_scene}} It manages a [[:Category:Choreography|choreographed scene]] of one or more [[NPC|actors]].
 
==Entity Description==
[[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.
{{clr}}
{{clr}}


==Keyvalues==
== Keyvalues ==
 
{{KV|Scene file|scene|The [[VCD]] scene file to use.}}
* {{KV Targetname}}
{{KV|Target 1|to=Target 8|target_destination|Use these keyvalues to specify the resolution of Actor or Event Target names that are using a [[Choreography_Implementation#Using_.21Target.23_Names|!Target#]] name in the VCD.}}
 
{{KV|If an Actor is talking...|choices|What to do if an actor this scene needs is already talking when this scene is told to start.}}
* '''SceneFile'''
:* 0 : Start immediately
: <scene> The [[VCD]] scene file to use.
:* 1 : Wait for actor to finish
 
:* 2 : Interrupt at next interrupt event
* '''target''(1-8)'''''
:* 3 : Cancel at next interrupt event
: <target_destinationUse these keyvalues to specify the resolution of Actor or Event Target names that are using a [[Choreography_Implementation#Using_.21Target.23_Names|!Target#]] name in the VCD.
{{KV|On player death|choices|What should this entity do if the player dies}}
 
:* 0 : Do Nothing
* '''busyactor'''
:* 1 : Cancel Script and return to AI
: <choices> If an Actor is already talking...
{{KV Targetname}}
:{| class=standard-table
! Literal Value || Description
|-
| 0 || Start immediately
|-
| 1 || Wait for actor to finish
|-
| {{EP1 add|2}} || {{EP1 add|Interrupt at next interrupt event}}
|-
| {{EP1 add|3}} || {{EP1 add|Cancel at next interrupt event}}
|}
* '''{{EP1 add|onplayerdeath}}'''
: If set, NPC will cancel script and return to AI.
 
==Inputs==
 
* {{I Targetname}}
 
* '''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.
 
* '''{{EP1 add|CancelAtNextInterrupt}}'''
: Cancels playback of the scene at the next interrupt event in the scene.
 
==Outputs==
 
* {{O Targetname}}
 
* '''OnStart'''
: The scene has started
 
* '''OnCompletion'''
: The scene has completed


* '''OnCanceled'''
== Inputs ==
: The scene has been cancelled
{{IO|Start|Starts playback of the scene file}}
{{IO|Pause|Pauses playback of the scene file}}
{{IO|Resume|Resumes playback of the scene if it has been paused}}
{{IO|Cancel|Cancels playback of the scene}}
{{IO|CancelAtNextInterrupt|<code>Cancel</code>s playback of the scene at the next interrupt event in the scene.}}
{{IO|PitchShift|Multiplies the the pitch|param=float}}
{{IO|InterjectResponse|Finds an actor who can respond to the specified concept string while the scene continues playing|param=string}}
{{IO|StopWaitingForActor|Stop waiting on an actor to stop talking.}}
{{I Targetname}}


* '''OnTrigger''(1-8)'''''
== Outputs ==
: Scene trigger ''(1-8)''. {{activator|activator}}
{{IO|OnStart|The scene has started}}
{{IO|OnCompletion|The scene has completed}}
{{IO|OnCanceled|The scene has been canceled}}
{{IO|OnTrigger1|to=OnTrigger16|Scene trigger 1. {{activator|activator}}}}
{{O Targetname}}


[[Category:Entities]]
[[Category:Choreography]]
[[Category:Choreography]]

Revision as of 07:31, 12 August 2011

Template:Hl2 point It 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

Scene file ([todo internal name (i)]) <scene>
The VCD scene file to use.
Target 1 ([todo internal name (i)]) to Target 8 <targetname>
Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
If an Actor is talking... ([todo internal name (i)]) <choices>
What to do if an actor this scene needs is already talking when this scene is told to start.
  • 0 : Start immediately
  • 1 : Wait for actor to finish
  • 2 : Interrupt at next interrupt event
  • 3 : Cancel at next interrupt event
On player death ([todo internal name (i)]) <choices>
What should this entity do if the player dies
  • 0 : Do Nothing
  • 1 : Cancel Script and return to AI
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

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
CancelAtNextInterrupt
Cancels playback of the scene at the next interrupt event in the scene.
PitchShift <floatRedirectInput/float>
Multiplies the the pitch
InterjectResponse <stringRedirectInput/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.


Outputs

OnStart
The scene has started
OnCompletion
The scene has completed
OnCanceled
The scene has been canceled
OnTrigger1 to OnTrigger16
Scene trigger 1. (!activator is the activator)