Scripted sentence: Difference between revisions

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==Entity Description==
==Entity Description==
[[Image:{{PAGENAME}}.png|left]]Creates a scripted sentence, usually spoken by an NPC. Can be considered somewhat obsolete, as it is preferable to use a combination of [[FacePoser_Overview|Faceposer]] and a [[logic_choreographed_scene]] entity for spoken dialog.{{clr}}
[[Image:{{PAGENAME}}.png|right]]
Creates a scripted sentence, usually spoken by an NPC.
 
Can be considered somewhat obsolete, as there are more advanced alternatives:
 
* For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a [[logic_choreographed_scene]] entity pointing to a [[VCD]] file made in the [[FacePoser_Overview|Faceposer]] editor.
 
* For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple [[ambient_generic]] entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the ''sentences.txt'' file.
{{clr}}


==Keyvalues==
==Keyvalues==

Revision as of 04:12, 2 April 2006

Template:Wrongtitle

Entity Description

Scripted sentence.png

Creates a scripted sentence, usually spoken by an NPC.

Can be considered somewhat obsolete, as there are more advanced alternatives:

  • For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a logic_choreographed_scene entity pointing to a VCD file made in the Faceposer editor.
  • For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple ambient_generic entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the sentences.txt file.

Keyvalues

<string> The sentence group name, as found in sentences.txt.
  • entity
<target_name_or_class> Speaker Type
  • delay
<float> Additional Sentence Time
  • radius
<float> Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
  • refire
<float> Timed delay (in seconds) before refiring.
  • listener
<target_destination> Listener Type
  • volume
<float> A value from 0-10.
  • attenuation
<choices> Sound Radius
Literal Value Description
0 Small Radius
1 Medium Radius
2 Large Radius
3 Play Everywhere

Inputs

  • BeginSentence
Starts the scripted sentence.

Outputs

  • OnBeginSentence
Fires when the sentence begins
  • OnEndSentence
Fires when the sentence ends