Scripted sentence: Difference between revisions

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* For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a [[logic_choreographed_scene]] entity pointing to a [[VCD]] file made in the [[FacePoser_Overview|Faceposer]] editor.
* For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a [[logic_choreographed_scene]] entity pointing to a [[VCD]] file made in the [[FacePoser_Overview|Faceposer]] editor.


* For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple [[ambient_generic]] entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the ''sentences.txt'' file.
* For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple [[ambient_generic]] entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the [[sentences.txt]] file.
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Revision as of 18:41, 29 January 2023

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Entity description

Scripted sentence.png

Creates a scripted sentence, usually spoken by an NPC.

Can be considered somewhat obsolete, as there are more advanced alternatives:

  • For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a logic_choreographed_scene entity pointing to a VCD file made in the Faceposer editor.
  • For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple ambient_generic entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the sentences.txt file.

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


Sentence Name ([todo internal name (i)]) <float>
The sentence group name, as found in sentences.txt.


Speaker Type ([todo internal name (i)]) <target_name_or_class>


Additional Sentence Time ([todo internal name (i)]) <float>


Search Radius ([todo internal name (i)]) <float>
Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.


Delay before refire ([todo internal name (i)]) <float>
Timed delay (in seconds) before refiring.


Listener Type ([todo internal name (i)]) <targetname>


Volume 0-10 ([todo internal name (i)]) <float>
A volume value from 0-10.


Sound Radius ([todo internal name (i)]) <choices>
Literal Value Description
0 Small Radius
1 Medium Radius
2 Large Radius
3 Play Everywhere

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.


BeginSentence
Starts the scripted sentence.

Outputs

OnBeginSentence
Fires when the sentence begins.


OnEndSentence
Fires when the sentence ends.