Logic choreographed scene: Difference between revisions

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{{lang|title=logic_choreographed_scene}}
{{CD|CSceneEntity|file1=sceneentity.cpp}}
{{CD|CSceneEntity|file1=sceneentity.cpp}}
{{base point|logic_choreographed_scene|sprite=choreo_scene.png}} It manages a [[:Category:Choreography|choreographed scene]] of one or more [[NPC|actors]].
{{entity|logic_choreographed_scene|type=e0|sprite=choreo_scene.png}} It 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.
{{bug|In multiplayer, the actor must be within a player's [[PVS]] in order for lines to be heard. This does not apply in {{game link|Portal 2}}. {{todo|Are there any other games where it works? Any way to force it to get sent?}}}}
{{bug|In multiplayer, the actor must be within a player's [[PVS]] in order for lines to be heard. This does not apply in {{game link|Portal 2}}. {{todo|Are there any other games where it works? Any way to force it to get sent?}}}}

Revision as of 07:41, 8 February 2023

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C++ Class hierarchy
CSceneEntity
CPointEntity
CBaseEntity
C++ sceneentity.cpp

Template:Entity 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.

Icon-Bug.pngBug:In multiplayer, the actor must be within a player's PVS in order for lines to be heard. This does not apply in Portal 2 Portal 2 .
Todo: Are there any other games where it works? Any way to force it to get sent?
  [todo tested in ?]

Keyvalues

Scene file (SceneFile) <scene>
The VCD scene file to use.
Target 1 (target1) to Target 8 (target8) <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... (busyactor) <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 (onplayerdeath) <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 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)