Comp choreo sceneset: Difference between revisions
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{{ | {{Entity|comp_choreo_sceneset|sprite=comp_choreo_sceneset.png|game=Portal 2: Community Edition|type=e1}} It chains set of [[Choreography|choreography]] .VCD scenes together, and allows quick but basic configuration of the choreography. When the map is compiled, this entity is then converted into a {{ent|logic_choreographed_scene}} entity, with its given KVs / I/O procedurally transferred over. | ||
Available by default in {{P2CE|4}}. | Available by default in {{P2CE|4}}. |
Revision as of 15:41, 16 March 2023
Template:Entity It chains set of choreography .VCD scenes together, and allows quick but basic configuration of the choreography. When the map is compiled, this entity is then converted into a logic_choreographed_scene entity, with its given KVs / I/O procedurally transferred over.
Available by default in Portal 2: Community Edition.
KeyValues
- Delay between each (delay) <float>
- Add a delay between each scene.
- Clean up after starting (only_once) <choices>
- If set, Kill choreo scenes after starting so they only play once. If set, the Cancel input will not work properly.
- 0 : No
- 1 : Yes
- If an actor is talking... (busyactor) <choices>
- What to do if an actor in this scene 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
- Scene 1 (scene01) to Scene 20 (scene20) <scene>
- Scenes to chain
Base:
- Origin (X Y Z) (origin) <coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Inputs
- Start
- Start the choreo sequence set playing.
- Stop
- Stop the choreo sequence set at any point.
Outputs
- OnStart
- Fired when the sequence set starts.
- OnFinish
- Fired when the sequence set is complete.