Concept: Difference between revisions
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{{stub}}[[Category:AI Programming]] | {{stub}}[[Category:AI Programming]] | ||
A '''concept''' is high level state that the code is trying to convey, such as say hello(TLK_HELLO), answer some question(TLK_ANSWER), or call for help(TLK_HELP_ME), etc. | |||
You can command a NPC to speak based on a concept by using <code>Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )</code> method. This is defined in <code>AI_Speech.cpp</code>. | You can command a NPC to speak based on a concept by using <code>Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )</code> method. This is defined in <code>AI_Speech.cpp</code>. | ||
<pre>bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ ) | <pre>bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ ) | ||
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</pre> | </pre> | ||
It tries to find a response for the concept from [[Response System]] scripts. Then if it finds one, tries to dispatch it. | It tries to find a response for the concept from [[Response System]] scripts. Then if it finds one, tries to dispatch it. | ||
<code>NPC_talker.cpp</code> is a good example integrating concept speaks within [[tasks]] and [[schedules]]. If you want to make a custom NPC that talks, this would be the best place to start. | <code>NPC_talker.cpp</code> is a good example integrating concept speaks within [[tasks]] and [[schedules]]. If you want to make a custom NPC that talks, this would be the best place to start. | ||
You can also make a NPC choose a response via "DispatchResponse" entity input. | You can also make a NPC choose a response via "DispatchResponse" entity input. | ||
==See Also== | |||
== | * [[Concept list]] | ||
Revision as of 18:53, 10 June 2006
A concept is high level state that the code is trying to convey, such as say hello(TLK_HELLO), answer some question(TLK_ANSWER), or call for help(TLK_HELP_ME), etc.
You can command a NPC to speak based on a concept by using Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ )
method. This is defined in AI_Speech.cpp
.
bool CAI_Expresser::Speak( AIConcept_t concept, const char *modifiers /*= NULL*/ ) { AI_Response *result = SpeakFindResponse( concept, modifiers ); if ( !result ) { return false; } SpeechMsg( GetOuter(), "%s (%x) spoke %s (%f)\n", STRING(GetOuter()->GetEntityName()), GetOuter(), concept, gpGlobals->curtime ); bool spoke = SpeakDispatchResponse( concept, result ); return spoke; }
It tries to find a response for the concept from Response System scripts. Then if it finds one, tries to dispatch it.
NPC_talker.cpp
is a good example integrating concept speaks within tasks and schedules. If you want to make a custom NPC that talks, this would be the best place to start.
You can also make a NPC choose a response via "DispatchResponse" entity input.