Ai speechfilter

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Entity Description

Entity Name: ai_speechfilter

An entity that can be used to control the idle speech patterns of a set of NPCs.

Entity Values

Keys

  • Name targetname <target_source>
  • Response Contexts ResponseContext <string>
Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system.
  • Subject(s) subject <target_destination>
This is the NPC(s) whose speech we're filtering. May be a targetname or a classname.
  • Idle modifier IdleModifier <float>
Multiplier to the percentage chance 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.

Inputs

  • Kill
Removes this entity from the world.
  • KillHierarchy
Removes this entity and all its children from the world.
  • AddOutput <string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Adds an entity I/O connection to this entity. Very dangerous, use with care
  • FireUser1
Causes this entity's OnUser1 output to be fired.
  • FireUser2
Causes this entity's OnUser2 output to be fired.
  • FireUser3
Causes this entity's OnUser3 output to be fired.
  • FireUser4
Causes this entity's OnUser4 output to be fired.
  • AddContext <string>
Adds a context to this entity's list of response contexts. The format should be 'key:value'.
  • RemoveContext <string>
Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context.
  • ClearContext
Removes all contexts in this entity's list of response contexts.

Outputs

  • OnUser1
Fired in response to FireUser1 input.
  • OnUser2
Fired in response to FireUser2 input.
  • OnUser3
Fired in response to FireUser3 input.
  • OnUser4
Fired in response to FireUser4 input.