ai_speechfilter
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The entity allows to adjust how much an NPC will idle chatter to other NPC’s and 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.
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
- Subject(s) (subject) <targetname>
- This is the NPC(s) whose speech we're filtering. May be a targetname or a classname.
- Idle modifie (IdleModifier) <float>
- Multiplier to the probability that our NPC(s) will idle speak. Set to 0 to prevent all idle speech.
- Greet Player? (NeverSayHello) <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) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- SetIdleModifier <float >
- 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.