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.

C++ In code, it is represented by theCAI_SpeechFilterclass, defined in theai_speechfilter.cppfile.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 theEnableinput).

Inputs

SetIdleModifier <floatRedirectInput/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.