Dynamic interactions: Difference between revisions
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Warning: This page is not done yet, all the information on it has not been confirmed!! I will be working on it for the next one or two days. If you want to confirm or add something, please add it to the discussion page for now. All the "confirms" are there because I just assumed a lot of those descriptions. My assumptions were based on the names and the code that they use.
Note: The "partner" is the character that this character is interacting with.
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Revision as of 00:45, 26 February 2012

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The dynamic_interactions KeyValues block defines when and how to perform a dynamic interaction. For example; when Alyx kicks a zombie. It is embedded in a model with the $keyvalues QC command.

Example
$keyvalues { dynamic_interactions { "alyx_v_zombie_180deg_64" { "trigger" "auto_in_combat" "origin_relative" "64 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_MELEE" "delay" "10.0" "needs_weapon" "ME" "weapon_mine" "weapon_alyxgun" } } }
Options

trigger <choices>
- What triggers this interaction...
auto_in_combat
- Automatically in combat.
loop_break_trigger <choices>
- Stop looping the action animation if
loop_in_action
was set.Todo: Find out what exactly this does...on_damage
- Break loop on damage. Todo: Confirm.
on_flashlight_illum
- Break loop once illuminated by player's flashlight. Todo: Confirm.
origin_relative <vector>
angles_relative <angles>
velocity_relative <vector>
entry_sequence <sequence>
- What sequence to play for this interaction before the main sequence/activity. Todo: Confirm.
entry_activity <activity>
- What activity to play for this interaction before the main sequence/activity. Todo: Confirm.
sequence <sequence>
- What sequence to play for this interaction.(The "action")
activity <activity>
- What activity to play for this interaction.(The "action")
exit_sequence <sequence>
- What sequence to play for this interaction after the main sequence/activity. Todo: Confirm.
exit_activity <activity>
- What activity to play for this interaction after the main sequence/activity. Todo: Confirm.
delay <float>
- The delay... before starting the interaction? Todo: Confirm.
origin_max_delta <float>
- Something to do with delta animation... Todo: Confirm.
loop_in_action <float>
Note: While the value is a float, it's used as a bool in code.
- Loop in the "action" animation(the "activity" or "sequence" options.). Todo: Confirm.
dont_teleport_at_end <choices>
- Don't teleport/fix up positions at the end Todo: Find out what exactly this does...
me
- Don't teleport/fix up this character's positionTodo: Confirm.
them
- Don't teleport/fix up this character's partner's position Todo: Confirm.
both
- Don't teleport/fix up this character's or his partner's position Todo: Confirm.
needs_weapon <choices>
- Needs a weapon to perform this interaction?
ME
- Does this character need a weapon? Todo: Confirm.
THEM
- Does this character's partner need a weapon? Todo: Confirm.
BOTH
- Does both this character and his partner need a weapon? Todo: Confirm.
weapon_mine <classname>
- This character needs this specific weapon to perform this interaction? Todo: Confirm.
weapon_theirs <classname>
- This character needs this specific weapon to perform this interaction? Todo: Confirm.
Related or Useful Animation Events
These are useful animation events for those wanted to create an activity for a dynamic interaction. READ: Animation_Events
Todo: Move to dedicated page or animation event page?
Example
{ event AE_NPC_HURT_INTERACTION_PARTNER 28 "THEM 100" }
Animation Events
AE_NPC_HURT_INTERACTION_PARTNER "<choices> <int>"
- Hurt either this character or his partner... and how much(the int).
ME
- Hurt this character Todo: Confirm: Works?
THEM
- Hurt the partner
AE_NPC_SET_INTERACTION_CANTDIE "<bool>"
- Set those participating in the interaction to become invincible Todo: Which NPC? The partner or this character
AE_NPC_WEAPON_FIRE "<bool>"
- Fire this character's weapon. The bool is whether or not you want him to use the weapon's secondary fire.