Ai speechfilter

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起源 ai_speechfilter是一个存在于所有的 起源 游戏的点实体。 The entity allows to adjust how much an NPC will idle chatter to other NPC’s the player. This is quite useful, especially if you have a script setup where idle chatter will seem out of place, or get in the way of a Face Poser scene. Speech patterns for NPCs are defined in Response System.

C++ 在源代码中,它由 class CAI_SpeechFilter 代表,定义于 ai_speechfilter.cpp

Keyvalues

Subject(s) (subject) ([todo internal name (i)]) <target_destination>
This is the NPC(s) whose speech we're filtering. May be a targetname or a classname.
Idle modifier (IdleModifier) ([todo internal name (i)]) <浮点型(en)>
Multiplier to the probability that our NPC(s) will idle speak. Set to 0 to prevent all idle speech.
Greet Player? (NeverSayHello) ([todo internal name (i)]) <choices>
If set to Yes, our NPC(s) won't greet the player when they first meet him.
  • 0: Yes
  • 1: No
Start Disabled (StartDisabled) <布尔值(en)>
保持休眠状态,直到被唤醒。(利用Enable输入)。


Inputs

SetIdleModifier <浮点型(en)>
Change the Idle Modifier keyvalue at any time.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs