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.
parentname
ortarget
).
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
Cancel
s playback of the scene at the next interrupt event in the scene.
- PitchShift <float >
- Multiplies 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)