Ai speechfilter
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Template:Wrongtitle Template:Base point
Entity description
An entity that can be used to control the idle speech patterns of a set of NPCs. Speech patterns for NPCs are defined in Response System.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- ResponseContext
- <string> Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
- subject
- <target_destination> This is the subject(s) whose speech to filtering. May be a targetname or a classname.
- IdleModifier
- <float> Multiplier to the percentage chance that subject(s) will idle speak. Set to 0 to prevent all idle speech.
- NeverSayHello
- <boolean> If set to Yes, subject(s) won't greet the player on first encounter.
Inputs
- AddContext <string>
- Adds a context to this entity's list of response contexts. The format should be 'key:value'.
- RemoveContext <string>
- Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
- ClearContext
- Removes all contexts in this entity's list of response contexts.
- Template:I EnableDisableEP1
- SetIdleModifier <float> (in all games since
)
- Allows designers to change the idle modifier at runtime.