List of predefined response concepts: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Add mapbase response concepts)
m (Add some missing things)
Line 8: Line 8:
|-
|-
|TLK_ANSWER          || ||  
|TLK_ANSWER          || ||  
|-
|TLK_ANSWER_HELLO    || ||
|-
|-
|TLK_QUESTION        || ||  
|TLK_QUESTION        || ||  
Line 13: Line 15:
|TLK_IDLE            || ||  
|TLK_IDLE            || ||  
|-
|-
|TLK_STARE            || ||  
|TLK_STARE            || ||
|-
|TLK_LOOK            || ||  
|-
|-
|TLK_USE              || player allies, vortigaunts || The player has done +USE on the NPC.
|TLK_USE              || player allies, vortigaunts || The player has done +USE on the NPC.
Line 30: Line 34:
|-
|-
|TLK_PHELLO          || ||  
|TLK_PHELLO          || ||  
|-
|TLK_HELLO_NPC        || ||
|-
|-
|TLK_PIDLE            || ||  
|TLK_PIDLE            || ||  

Revision as of 14:57, 6 March 2024

The following is a list of response concepts as defined in the SDK source.

Tip.pngTip:Custom response concepts can be added to NPC code or passed through each actor's speakresponseconcept input.

List of predefined response concepts

Concept string Applies to Description
TLK_ANSWER
TLK_ANSWER_HELLO
TLK_QUESTION
TLK_IDLE
TLK_STARE
TLK_LOOK
TLK_USE player allies, vortigaunts The player has done +USE on the NPC.
TLK_STARTFOLLOW citizens and simpletalkers The NPC has begun following the player.
TLK_STOPFOLLOW citizens and simpletalkers The NPC has begun following the player.
TLK_JOINPLAYER citizens
TLK_STOP simpletalkers
TLK_NOSHOOT simpletalkers The NPC has been damaged by the player, has a friend nearby, and is not dead yet.
TLK_HELLO
TLK_PHELLO
TLK_HELLO_NPC
TLK_PIDLE
TLK_PQUESTION
TLK_PLHURT1 If player's health is <= 50%
TLK_PLHURT2 If player's health is <= 25%
TLK_PLHURT3 If player's health is <= 12.5%
TLK_PLPUSH If the player has pushed the NPC out of the way
TLK_PLRELOAD If the player needs to reload
TLK_SMELL simpletalkers
TLK_SHOT player allies The NPC has been shot. (Identifies location of damage.)
TLK_WOUND player allies, npc_monk The NPC has light wounds (health is <= 75% max).
TLK_MORTAL player allies The NPC has mortal wounds (health is <= 50% max).
TLK_DANGER player companions, npc_monk
TLK_SEE_COMBINE
TLK_ENEMY_DEAD
TLK_SELECTED The NPC is selected by player in command mode.
TLK_COMMANDED The NPC has received orders from player in command mode.
TLK_COMMAND_FAILED
TLK_BETRAYED The player killed an ally of the NPC in front of the NPC.
TLK_ALLY_KILLED The NPC witnessed an ally die some other way.
TLK_ATTACKING The NPC is about to fire my weapon at a target.
TLK_HEAL Healing someone Ex: "Take this medkit"
TLK_GIVEAMMO Giving ammo to someone
TLK_DEATH Death rattle; NPC has died.
TLK_HELP_ME Call out to the player for help
TLK_PLYR_PHYSATK Player has attacked the NPC with a thrown physics object.
TLK_ANSWER_VORT
TLK_ANSWER_CIT
TLK_QUESTION_VORT
TLK_QUESTION_CIT
TLK_NEWWEAPON
TLK_PLDEAD Player has died. Ex: "Dips on the suit?"
TLK_HIDEANDRELOAD
TLK_STARTCOMBAT
TLK_WATCHOUT
TLK_RESUME "as I was saying..." or "anyhow..."
TLK_TGSTAYPUT not used in code
TLK_TGFIND not used in code
TLK_TGSEEK not used in code
TLK_TGLOSTYOU not used in code
TLK_TGCATCHUP not used in code
TLK_TGENDTOUR not used in code
TLK_TAKING_FIRE (only in Mapbase) Someone fired at me (regardless of whether I was hit)
TLK_NEW_ENEMY (only in Mapbase) A new enemy appeared while combat was already in progress
TLK_NEW_ENEMY (only in Mapbase) Similar to TLK_ATTACKING, but specifically for when *not* currently attacking (when in cover or reloading)

Source

  • list of concept strings: ai_playerally.h (the TLK_ macros)
  • several source files

See also