Dynamic interactions
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The dynamic_interactions KeyValues block defines when and how to perform a dynamic interaction. For example; when Alyx kicks a zombie. It is embedded in a model with the $keyvalues QC command.

Example
$keyvalues { dynamic_interactions { "alyx_v_zombie_180deg_64" { "trigger" "auto_in_combat" "origin_relative" "64 0 0" "angles_relative" "0 180 0" "activity" "ACT_DI_ALYX_ZOMBIE_MELEE" "delay" "10.0" "needs_weapon" "ME" "weapon_mine" "weapon_alyxgun" } } }
Options

trigger <choices>
- What triggers this interaction...
auto_in_combat
- Automatically in combat.
loop_break_trigger <choices>
- Stop looping the action animation if
loop_in_action
was set.Todo: Find out what exactly this does...on_damage
- Break loop on damage. Todo: Confirm.
on_flashlight_illum
- Break loop once illuminated by player's flashlight. Todo: Confirm.
origin_relative <vector>
angles_relative <angles>
velocity_relative <vector>
entry_sequence <sequence>
- What sequence to play for this interaction before the main sequence/activity. Todo: Confirm.
entry_activity <activity>
- What activity to play for this interaction before the main sequence/activity. Todo: Confirm.
sequence <sequence>
- What sequence to play for this interaction.(The "action")
activity <activity>
- What activity to play for this interaction.(The "action")
exit_sequence <sequence>
- What sequence to play for this interaction after the main sequence/activity. Todo: Confirm.
exit_activity <activity>
- What activity to play for this interaction after the main sequence/activity. Todo: Confirm.
delay <float>
- The delay... before starting the interaction? Todo: Confirm.
origin_max_delta <float>
- Something to do with delta animation... Todo: Confirm.
loop_in_action <float>
Note: While the value is a float, it's used as a bool in code.
- Loop in the "action" animation(the "activity" or "sequence" options.). Todo: Confirm.
dont_teleport_at_end <choices>
- Don't teleport/fix up positions at the end Todo: Find out what exactly this does...
me
- Don't teleport/fix up this character's positionTodo: Confirm.
them
- Don't teleport/fix up this character's partner's position Todo: Confirm.
both
- Don't teleport/fix up this character's or his partner's position Todo: Confirm.
needs_weapon <choices>
- Needs a weapon to perform this interaction?
ME
- Does this character need a weapon? Todo: Confirm.
THEM
- Does this character's partner need a weapon? Todo: Confirm.
BOTH
- Does both this character and his partner need a weapon? Todo: Confirm.
weapon_mine <classname>
- This character needs this specific weapon to perform this interaction? Todo: Confirm.
weapon_theirs <classname>
- This character needs this specific weapon to perform this interaction? Todo: Confirm.
Related or Useful Animation Events
These are useful animation events for those wanted to create an activity for a dynamic interaction. READ: Animation_Events
Todo: Move to dedicated page or animation event page?
Example
{ event AE_NPC_HURT_INTERACTION_PARTNER 28 "THEM 100" }
Animation Events
AE_NPC_HURT_INTERACTION_PARTNER "<choices> <int>"
- Hurt either this character or his partner... and how much(the int).
ME
- Hurt this character Todo: Confirm: Works?
THEM
- Hurt the partner
AE_NPC_SET_INTERACTION_CANTDIE "<bool>"
- Set those participating in the interaction to become invincible Todo: Which NPC? The partner or this character
AE_NPC_WEAPON_FIRE "<bool>"
- Fire this character's weapon. The bool is whether or not you want him to use the weapon's secondary fire.