Ai npc eventresponsesystem: Difference between revisions
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In code, it is represented by the
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{{this is a|point entity|game=Half-Life 2 | {{this is a|point entity|game=Half-Life 2 series|name=ai_npc_eventresponsesystem}} | ||
An entity that allows you to generate events for nearby friendly NPCs to respond to. {{todo|Example use}}? | An entity that allows you to generate events for nearby friendly NPCs to respond to. {{todo|Example use}}? | ||
Revision as of 09:15, 9 September 2024


ai_npc_eventresponsesystem
is a point entity available in Half-Life 2 series.
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.