Ai npc eventresponsesystem: Difference between revisions
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{{CD|CNPCEventResponseSystemEntity|file1=ai_eventresponse.cpp}} | |||
{{this is a|point entity|game=Half-Life 2 series|name=ai_npc_eventresponsesystem}} | {{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?}} | ||
{{stray ent|{{portal2}}}} | {{stray ent|{{portal2}}}} | ||
{{ | == Keyvalues == | ||
{{KV Targetname}} | |||
==ConVars/Commands== | == Inputs == | ||
{{I|TriggerResponseEvent|param=string|Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.}} | |||
{{I|ForceTriggerResponseEvent|param=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.}} | |||
{{I|ForceTriggerResponseEventNoCancel|param=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.}} | |||
== ConVars/Commands == | |||
{{varcom|start}} | {{varcom|start}} | ||
{{varcom|ai_debug_eventresponses|0|01|"Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them."}} | {{varcom|ai_debug_eventresponses|0|01|"Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them."}} | ||
{{varcom|end}} | {{varcom|end}} | ||
[[Category:AI]] | [[Category:AI]] |
Revision as of 13:36, 25 September 2024


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CNPCEventResponseSystemEntity |
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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?
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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.
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." |