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*env_speaker(this can have a script file containing rules for playing appropriate sounds.)
*env_speaker(this can have a script file containing rules for playing appropriate sounds.)
*[[Ai speechfilter|ai_speechfilter]]
*[[Ai speechfilter|ai_speechfilter]]
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Revision as of 14:40, 10 March 2006

Stub

This article or section is a stub. You can help by expanding it.

Map placed entities have up to three "context" keypairs that can be specified. They take the form:

"key:value" (key, single colon separator, value)


When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the Criteria set passed to the |rule system. Thus, map placed entities and triggers can specify their own context keypairs and these can be hooked up to response rules to do map-specific and appropriate responses.


For example, there is a npc_citizen with ResponseContext keyvalue is "customs_queue:1" in sdk_d1_trainstation_01.vmf.


This context will match the following criterion from script/talker/npc_citizen_terminal.txt:

criterion "IsTerminalCustomsQueue" "customs_queue" "1" required

And then accorging to this rule, response CitizenCustomsQueue would be chosen.

rule CitizenCustomsQueue
{
	criteria		IsCitizen ConceptTalkUse IsTerminalCustomsQueue NPCIdle
	response		CitizenCustomsQueue
}


Related Entities

  • Worldspawn
  • NPC
    • KeyValue:
      • ResponseContext(string) : "Response Contexts" : "" : "Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system."
    • Input
      • AddContext(string) : "Adds a context to this entity's list of response contexts. The format should be 'key:value'."
      • RemoveContext(string) : "Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context."
      • ClearContext(void) : "Removes all contexts in this entity's list of response contexts."
  • env_speaker(this can have a script file containing rules for playing appropriate sounds.)
  • ai_speechfilter