Logic choreographed scene
		
		
		
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Entity Description
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
- 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 
- SceneFile
 
- <scene> The VCD scene file to use.
 
- target(1-8)
 
- <target_destination> Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
 
- busyactor
 
- <choices> If an Actor is already talking...
 
Literal Value Description 0 Start immediately 1 Wait for actor to finish 2 (in all games since 
)Interrupt at next interrupt event (in all games since 
)
3 (in all games since 
)Cancel at next interrupt event (in all games since 
)
- onplayerdeath (in all games since 
) 
- If set, NPC will cancel script and return to AI.
 
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
 
- 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.
 
- CancelAtNextInterrupt (in all games since 
) 
- Cancels playback of the scene at the next interrupt event in the scene.
 
Outputs
- OnStart
 
- The scene has started
 
- OnCompletion
 
- The scene has completed
 
- OnCanceled
 
- The scene has been cancelled
 
- OnTrigger(1-8)
 
- Scene trigger (1-8). (!activator is the activator)
 
