Ai npc eventresponsesystem: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
(cleanup)
Line 1: Line 1:
{{DISPLAYTITLE:ai_npc_eventresponsesystem}}
{{DISPLAYTITLE:ai_npc_eventresponsesystem}}
{{point ent|{{{1|}}}|series=Half-Life 2|game=Half-Life 2: Episode One|icon=ep1}}
{{hl2 point|ai_npc_eventresponsesystem}} (Since Half-Life 2: Episode One)


==Entity description==
==Entity description==
An entity that allows you to generate events for nearby friendly NPCs to respond to.
An entity that allows you to generate events for nearby friendly NPCs to respond to.
==Keyvalues==
==Keyvalues==
* {{KV Targetname}}
{{KV Targetname}}
 
==Inputs==
==Inputs==
* {{I Targetname}}
{{I Targetname}}
* '''TriggerResponseEvent <string>'''
 
: Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
{{KV|TriggerResponseEvent|string|Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.}}
* '''ForceTriggerResponseEvent <string>'''
 
: Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
{{KV|ForceTriggerResponseEvent|string|Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.}}
 
==Outputs==
==Outputs==
* {{O Targetname}}
{{O Targetname}}
 
[[Category:Half-Life 2: Episode One Entities]]
[[Category:Half-Life 2: Episode One Entities]]
[[Category:Half-Life 2 Entities]]
[[Category:AI]]
[[Category:AI]]

Revision as of 12:48, 5 February 2012

Template:Hl2 point (Since Half-Life 2: Episode One)

Entity description

An entity that allows you to generate events for nearby friendly NPCs to respond to.

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

Inputs

TriggerResponseEvent ([todo internal name (i)]) <string>
Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.


ForceTriggerResponseEvent ([todo internal name (i)]) <string>
Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.

Outputs