Ai speechfilter

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Revision as of 11:39, 16 October 2007 by ElvibOlibo (talk | contribs)
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Entity Description

An entity that can be used to control the idle speech patterns of a set of NPCs. Speech patterns for NPCs are defined in Response System.

Keyvalues

<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
<target_destination> This is the NPC(s) whose speech we're filtering. May be a targetname or a classname.
  • IdleModifier
<float> Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech.
  • NeverSayHello
<boolean> If set to Yes, our NPC(s) won't greet the player when they first meet him.

Inputs

  • 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.
Allows designers to change the idle modifier at runtime

Outputs