List of predefined response concepts: Difference between revisions

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{{tip|Custom response concepts can be added to NPC code or passed through each actor's <code>[[speakresponseconcept]]</code> input.}}
{{tip|Custom response concepts can be added to NPC code or passed through each actor's <code>[[speakresponseconcept]]</code> input.}}


==List of predefined response concepts==
== List of predefined response concepts ==
{|
{|
!Concept string !! Applies to !! Description
!Concept string !! Applies to !! Description
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==Source==
== Source ==
*list of concept strings: <code>ai_playerally.h</code> (the <code>TLK_</code> macros)
*list of concept strings: <code>ai_playerally.h</code> (the <code>TLK_</code> macros)
*several source files
*several source files


==See also==
== See also ==
*[[Response System]]
*[[Response System]]
[[Category:AI Programming]]

Revision as of 21:27, 1 February 2008

The following is a list of response concepts as defined in the SDK source.

Tip.pngTip:Custom response concepts can be added to NPC code or passed through each actor's speakresponseconcept input.

List of predefined response concepts

Concept string Applies to Description
TLK_ANSWER
TLK_QUESTION
TLK_IDLE
TLK_STARE
TLK_USE player allies, vortigaunts The player has done +USE on the NPC.
TLK_STARTFOLLOW citizens and simpletalkers The NPC has begun following the player.
TLK_STOPFOLLOW citizens and simpletalkers The NPC has begun following the player.
TLK_JOINPLAYER citizens
TLK_STOP simpletalkers
TLK_NOSHOOT simpletalkers The NPC has been damaged by the player, has a friend nearby, and is not dead yet.
TLK_HELLO
TLK_PHELLO
TLK_PIDLE
TLK_PQUESTION
TLK_PLHURT1 If player's health is <= 50%
TLK_PLHURT2 If player's health is <= 25%
TLK_PLHURT3 If player's health is <= 12.5%
TLK_PLPUSH If the player has pushed the NPC out of the way
TLK_PLRELOAD If the player needs to reload
TLK_SMELL simpletalkers
TLK_SHOT player allies The NPC has been shot. (Identifies location of damage.)
TLK_WOUND player allies, npc_monk The NPC has light wounds (health is <= 75% max).
TLK_MORTAL player allies The NPC has mortal wounds (health is <= 50% max).
TLK_DANGER player companions, npc_monk
TLK_SEE_COMBINE
TLK_ENEMY_DEAD
TLK_SELECTED The NPC is selected by player in command mode.
TLK_COMMANDED The NPC has received orders from player in command mode.
TLK_COMMAND_FAILED
TLK_BETRAYED The player killed an ally of the NPC in front of the NPC.
TLK_ALLY_KILLED The NPC witnessed an ally die some other way.
TLK_ATTACKING The NPC is about to fire my weapon at a target.
TLK_HEAL healing someone
TLK_GIVEAMMO giving ammo to someone
TLK_DEATH Death rattle; NPC has died.
TLK_HELP_ME call out to the player for help
TLK_PLYR_PHYSATK Player has attacked the NPC with a thrown physics object.
TLK_ANSWER_VORT
TLK_ANSWER_CIT
TLK_QUESTION_VORT
TLK_QUESTION_CIT
TLK_NEWWEAPON
TLK_PLDEAD
TLK_HIDEANDRELOAD
TLK_STARTCOMBAT
TLK_WATCHOUT
TLK_RESUME "as I was saying..." or "anyhow..."
TLK_TGSTAYPUT not used in code
TLK_TGFIND not used in code
TLK_TGSEEK not used in code
TLK_TGLOSTYOU not used in code
TLK_TGCATCHUP not used in code
TLK_TGENDTOUR not used in code

Source

  • list of concept strings: ai_playerally.h (the TLK_ macros)
  • several source files

See also