Logic choreographed scene: Difference between revisions
Jump to navigation
Jump to search

(-added class hierarchy) |
mNo edit summary |
||
Line 1: | Line 1: | ||
{{lang|title=logic_choreographed_scene}} | |||
{{CD|CSceneEntity|file1=sceneentity.cpp}} | {{CD|CSceneEntity|file1=sceneentity.cpp}} | ||
{{ | {{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


![]() |
---|
CSceneEntity |
![]() |
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.
Keyvalues
- 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
ortarget
).
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
Cancel
s playback of the scene at the next interrupt event in the scene.
- PitchShift <float >
- Multiplies the pitch
- InterjectResponse <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)