List of predefined response concepts: Difference between revisions

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|TLK_WATCHOUT        || ||  
|TLK_WATCHOUT        || ||  
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|TLK_MOBBED          || ||
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|TLK_MANY_ENEMIES    || ||
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|TLK_FLASHLIGHT_ILLUM || ||
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|TLK_FLASHLIGHT_ON    || || Player turned on flashlight
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|TLK_FLASHLIGHT_OFF  || || Player turned off flashlight
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|TLK_DARKNESS_LOSTPLAYER || || Player turned off flashlight
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|TLK_DARKNESS_FOUNDPLAYER || || Player turned off flashlight
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|TLK_DARKNESS_UNKOWN_WOUND || || Player turned off flashlight
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|TLK_DARKNESS_HEARDSOUND  || || Player turned off flashlight
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|TLK_RESUME          || || "as I was saying..." or "anyhow..."
|TLK_RESUME          || || "as I was saying..." or "anyhow..."

Revision as of 15:04, 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_MOBBED
TLK_MANY_ENEMIES
TLK_FLASHLIGHT_ILLUM
TLK_FLASHLIGHT_ON Player turned on flashlight
TLK_FLASHLIGHT_OFF Player turned off flashlight
TLK_DARKNESS_LOSTPLAYER Player turned off flashlight
TLK_DARKNESS_FOUNDPLAYER Player turned off flashlight
TLK_DARKNESS_UNKOWN_WOUND Player turned off flashlight
TLK_DARKNESS_HEARDSOUND Player turned off flashlight
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