Ai npc eventresponsesystem: Difference between revisions
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In code, it is represented by the
m (also in portal 2) |
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
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{{lang|Ai npc eventresponsesystem}} | {{lang|Ai npc eventresponsesystem}}{{this is a|e0|series=Half-Life 2|name=ai_npc_eventresponsesystem}} An entity that allows you to generate events for nearby friendly NPCs to respond to. {{todo|Example use}}? | ||
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{{stray ent|{{portal2}}}} | {{stray ent|{{portal2}}}} |
Revision as of 08:49, 7 January 2024


ai_npc_eventresponsesystem
is an e0 available in Half-Life 2 series. An entity that allows you to generate events for nearby friendly NPCs to respond to.
Todo: Example use
?

CNPCEventResponseSystemEntity
class, defined in theai_eventresponse.cpp
file.
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
ai_debug_eventresponses | 0 | 0 disables, 1 enables | "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." |
Keyvalues
Inputs
- TriggerResponseEvent <string >
- Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
- ForceTriggerResponseEvent <string >
- Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
- ForceTriggerResponseEventNoCancel <string >
- Fire an NPC Response Event, and force the first available NPC to speak the response (but don't break them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.