Logic choreographed scene
		
		
		
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Template:Hl2 point It manages a choreographed scene of one or more actors.
For an example on how this entity can be used, see the npc_gman_overwatch prefab.
Keyvalues
- Target 1 ([todo internal name (i)]) to Target 8 <targetname>
 - Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
 
- If an Actor is talking... ([todo internal name (i)]) <choices>
 - What to do if an actor this scene needs is already talking when this scene is told to start.
- 0 : Start immediately
 - 1 : Wait for actor to finish
 - 2 : Interrupt at next interrupt event
 - 3 : Cancel at next interrupt event
 
 
- On player death ([todo internal name (i)]) <choices>
 - What should this entity do if the player dies
- 0 : Do Nothing
 - 1 : Cancel Script and return to AI
 
 
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
Inputs
- Start
 - Starts playback of the scene file
 
- Pause
 - Pauses playback of the scene file
 
- Resume
 - Resumes playback of the scene if it has been paused
 
- Cancel
 - Cancels playback of the scene
 
- CancelAtNextInterrupt
 Cancels playback of the scene at the next interrupt event in the scene.
- PitchShift <float>
 - Multiplies the the pitch
 
- InterjectResponse <string>
 - Finds an actor who can respond to the specified concept string while the scene continues playing
 
- StopWaitingForActor
 - Stop waiting on an actor to stop talking.
 
Outputs
- OnStart
 - The scene has started
 
- OnCompletion
 - The scene has completed
 
- OnCanceled
 - The scene has been canceled
 
- OnTrigger1 to OnTrigger16
 - Scene trigger 1. (!activator is the activator)