List of predefined response concepts: Difference between revisions

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|TLK_LOOK            || ||  
|TLK_LOOK            || ||  
|-
|-
|TLK_USE              || player allies, vortigaunts || The player has done +USE on the NPC.
|TLK_USE              || player allies, {{ent|npc_vortigaunt}} || The player has done +USE on the NPC.
|-
|-
|TLK_STARTFOLLOW      || citizens and simpletalkers || The NPC has begun following the player.
|TLK_STARTFOLLOW      || {{ent|npc_citizen}} and simpletalkers || The NPC has begun following the player.
|-
|-
|TLK_STOPFOLLOW      || citizens and simpletalkers || The NPC has begun following the player.
|TLK_STOPFOLLOW      || {{ent|npc_citizen}} and simpletalkers || The NPC has begun following the player.
|-
|-
|TLK_JOINPLAYER      || citizens ||  
|TLK_JOINPLAYER      ||{{ent|npc_citizen}} ||  
|-
|-
|TLK_STOP            || simpletalkers ||  
|TLK_STOP            || simpletalkers ||  
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|TLK_GIVEAMMO        || || Giving ammo to someone
|TLK_GIVEAMMO        || || Giving ammo to someone
|-
|-
|TLK_DEATH            || || Death rattle; NPC has died.
|TLK_DEATH            || {{ent|npc_citizen}} {{ent|npc_monk}} {{ent|npc_alyx}} || Death rattle; NPC has died.
|-
|-
|TLK_HELP_ME          || || Call out to the player for help
|TLK_HELP_ME          || || Call out to the player for help

Revision as of 11:23, 7 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, npc_vortigaunt The player has done +USE on the NPC.
TLK_STARTFOLLOW npc_citizen and simpletalkers The NPC has begun following the player.
TLK_STOPFOLLOW npc_citizen and simpletalkers The NPC has begun following the player.
TLK_JOINPLAYER npc_citizen
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 The NPC senses something nearby that's dangerous (e.g. a grenade)
TLK_PLYR_PHYSATK The NPC has been hit by an object thrown by the player
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 npc_citizen npc_monk npc_alyx 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 player companions, citizens, npc_alyx
TLK_WATCHOUT player companions, npc_alyx Half-Life 2: Episode One
TLK_MOBBED player companions, npc_alyx Half-Life 2: Episode One
TLK_MANY_ENEMIES player companions, npc_alyx Half-Life 2: Episode One
TLK_FLASHLIGHT_ILLUM npc_alyx Half-Life 2: Episode One
TLK_FLASHLIGHT_ON npc_alyx Half-Life 2: Episode One Player turned on flashlight
TLK_FLASHLIGHT_OFF npc_alyx Half-Life 2: Episode One Player turned off flashlight
TLK_DARKNESS_LOSTPLAYER npc_alyx Half-Life 2: Episode One
TLK_DARKNESS_FOUNDPLAYER npc_alyx Half-Life 2: Episode One
TLK_DARKNESS_UNKOWN_WOUND npc_alyx Half-Life 2: Episode One
TLK_DARKNESS_HEARDSOUND npc_alyx Half-Life 2: Episode One
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT npc_alyx Half-Life 2: Episode One
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED npc_alyx Half-Life 2: Episode One
TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT npc_alyx Half-Life 2: Episode One
TLK_DARKNESS_FLASHLIGHT_EXPIRED npc_alyx Half-Life 2: Episode One The players flashlight has expired while not in combat
TLK_DARKNESS_ENEMY_IN_DARKNESS npc_alyx Half-Life 2: Episode One The NPC has an enemy, but it's in the darkness
TLK_SPOTTED_INCOMING_HEADCRAB npc_alyx Half-Life 2: Episode One
TLK_CANT_INTERACT_NOW npc_alyx Half-Life 2: Episode One
TLK_ALLY_IN_BARNACLE npc_alyx Half-Life 2: Episode One The NPC is seeing a ally being grabbed by a barnacle
TLK_SELF_IN_BARNACLE npc_alyx Half-Life 2: Episode One The NPC has been grabbed by a barnacle
TLK_FOUNDPLAYER npc_alyx Half-Life 2: Episode One
TLK_PLAYER_KILLED_NPC player companions
TLK_ENEMY_BURNING npc_alyx Half-Life 2: Episode One
TLK_SPOTTED_ZOMBIE_WAKEUP npc_alyx Half-Life 2: Episode One
TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE npc_alyx Half-Life 2: Episode One
TLK_DANGER_ZOMBINE_GRENADE npc_alyx Half-Life 2: Episode One
TLK_BALLSOCKETED npc_alyx Half-Life 2: Episode One
TLK_PASSENGER_WARN_COLLISION About to collide with something
TLK_PASSENGER_IMPACT Just hit something
TLK_PASSENGER_OVERRTURNED Vehicle was just overturned
TLK_PASSENGER_REQUEST_UPRIGHT Vehicle needs to be put upright
TLK_PASSENGER_ERRATIC_DRIVING Vehicle is moving erratically
TLK_PASSENGER_VEHICLE_STARTED Vehicle has started moving
TLK_PASSENGER_VEHICLE_STOPPED Vehicle has stopped moving
TLK_PASSENGER_BEGIN_ENTRANCE Passenger started entering seat
TLK_PASSENGER_FINISH_ENTRANCE Passenger finished entering seat (is in seat)
TLK_PASSENGER_BEGIN_EXIT Passenger started exiting seat
TLK_PASSENGER_FINISH_EXIT Passenger finished exiting seat (seat is vacated)
TLK_PASSENGER_NEW_RADAR_CONTACT Passenger notices a new contact on the radar
TLK_PASSENGER_PUNTED Player has punted us while we're sitting in the vehicle
TLK_VORTIGAUNT npc_vortigaunt Half-Life 2: Episode One Dispel attack starting
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_COMBAT_IDLE (only in Mapbase) Similar to TLK_ATTACKING, but specifically for when *not* currently attacking (when in cover or reloading)
TLK_TIPPED(only in Entropy : Zero 2)
TLK_FIDGET(only in Entropy : Zero 2)
TLK_XEN_GRENADE_RELEASE(only in Entropy : Zero 2)
TLK_REMIND_PLAYER(only in Entropy : Zero 2)
TLK_APC_LOW_CLEARANCE(only in Entropy : Zero 2)
TLK_APC_EJECTED(only in Entropy : Zero 2)
TLK_WITNESS_EAT(only in Entropy : Zero 2)
TLK_GOODBYE(only in Entropy : Zero 2)
TLK_SCAN_START(only in Entropy : Zero 2)
TLK_SCAN_END(only in Entropy : Zero 2)
TLK_REMARK(only in Entropy : Zero 2)

Source

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

See also