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

speakresponseconcept
input.List of predefined response concepts
Concept string | Applies to | Description |
---|---|---|
TLK_ANSWER | ||
TLK_ANSWER_HELLO | ||
TLK_QUESTION | ||
TLK_IDLE | ||
TLK_STARE | ||
TLK_LOOK | ||
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_HELLO_NPC | ||
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 Ex: "Take this medkit" | |
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 | Player has died. Ex: "Dips on the suit?" | |
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 | |
TLK_TAKING_FIRE (only in ![]() |
Someone fired at me (regardless of whether I was hit) | |
TLK_NEW_ENEMY (only in ![]() |
A new enemy appeared while combat was already in progress | |
TLK_NEW_ENEMY (only in ![]() |
Similar to TLK_ATTACKING, but specifically for when *not* currently attacking (when in cover or reloading) |
Source
- list of concept strings:
ai_playerally.h
(theTLK_
macros) - several source files