Func orator: Difference between revisions
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Note:This entity does not require a model to function. However, in
Left 4 Dead not using a model causes the console to print a
Left 4 Dead 2 this message was removed and in official maps it's used without a model.
Note:Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.
Risk of Confusion:This is a point entity despite the name starting with func_ (which is usually used for brush entities).
Note:As this entity can use a model Model_entity/Generic_Keyvalues,_Inputs_and_Outputs may be useful
SirYodaJedi (talk | contribs) (why is this prefixed with func_) |
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* Scripting conversations between the players and the person on the radio in the finale. | * Scripting conversations between the players and the person on the radio in the finale. | ||
{{Note|This entity does not require a model to function. However, not using a model causes the [[console]] to print a <code>WARNING: orator at X Y Z missing modelname</code>. Which can be ignored.}} | {{Note|This entity does not require a model to function. However, in {{l4d|2}} not using a model causes the [[console]] to print a <code>WARNING: orator at X Y Z missing modelname</code>. Which can be ignored. In {{l4d2|2}} this message was removed and in official maps it's used without a model.}} | ||
{{Note|Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.}} | {{Note|Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.}} | ||
{{func point ent}} | {{func point ent}} | ||
== Keyvalues == | == Keyvalues == | ||
{{note|As this entity can use a model [[Model_entity/Generic_Keyvalues,_Inputs_and_Outputs]] may be useful}} | |||
{{KV Targetname}} | |||
{{KV|Max Followup Dist|intn=maxThenAnyDispatchDist|only={{l4d2}}|float|A 'then ANY' followup on a response from this orator will dispatch to characters up to this many units away. Leave 0 to mean that even an infinitely distant character may respond.}}}} | {{KV|Max Followup Dist|intn=maxThenAnyDispatchDist|only={{l4d2}}|float|A 'then ANY' followup on a response from this orator will dispatch to characters up to this many units away. Leave 0 to mean that even an infinitely distant character may respond.}}}} | ||
== Flags == | == Flags == |
Revision as of 10:25, 9 May 2025
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CFlexExpresser |
func_orator
is a point entity available in Left 4 Dead series. It's an entity that allows the firing of a response rule to a random player, allowing them to talk when prompted.
This can be used for a simple one-liner, or to create whole conversations.
Example uses:
- Campaign intros firing an intro response rule, which causes one of many conversations to take place.
- Panic events where the relay to start the event eventually fires an output to any player, making them speak up that the path is now cleared.
- Scripting conversations between the players and the person on the radio in the finale.


WARNING: orator at X Y Z missing modelname
. Which can be ignored. In 


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
- Max Followup Dist (maxThenAnyDispatchDist) <float> (only in
)
- A 'then ANY' followup on a response from this orator will dispatch to characters up to this many units away. Leave 0 to mean that even an infinitely distant character may respond.}}
Flags
- Not Solid : [1]
Inputs
- SpeakResponseConcept <string >
- Speak the specified response concept