Ai npc eventresponsesystem: Difference between revisions
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In code, it is represented by the
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Revision as of 04:21, 12 July 2024


ai_npc_eventresponsesystem
is a point entity available in Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two, and
Half-Life 2: Deathmatch.
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.
Outputs
Categories:
- Point entities
- Non-internal Half-Life 2 entities
- Half-Life 2 entities
- Half-Life 2 point entities
- Non-internal Half-Life 2: Episode One entities
- Half-Life 2: Episode One entities
- Half-Life 2: Episode One point entities
- Non-internal Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two entities
- Half-Life 2: Episode Two point entities
- Non-internal Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch entities
- Half-Life 2: Deathmatch point entities
- AI