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logic_choreographed_scene

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Class hierarchy
CSceneEntity
CPointEntity
CBaseEntity
sceneentity.cpp
Choreo scene.png

logic_choreographed_scene is a point entity available in all Source Source games. It manages a choreographed scene of one or more actors.

For an example on how this entity can be used, see the npc_gman_overwatch prefab.


Icon-Bug.pngBug:In multiplayer, the actor must be within a player's PVS in order for lines to be heard. This does not apply in Portal 2 Portal 2   [todo tested in?]
AltNames.pngAltNames: This entity is also tied to scripted_scene. There are lines in code searching for "logic_choreographed_scene".
Todo: document side effects of using scripted_scene as classname

Keyvalues

Name (targetname) <string>
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

Scene file (SceneFile) <scene>
The VCD scene file to use.
Target 1 (target1) to Target 8 (target8) <targetname>
Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
If an Actor is talking... (busyactor) <choices>
What to do if an actor this scene needs is already talking when this scene is told to start.
  • 0 : Start immediately
  • 1 : Wait for actor to finish
  • 2 : Interrupt at next interrupt event
  • 3 : Cancel at next interrupt event
On player death (onplayerdeath) <choices>
What should this entity do if the player dies
  • 0 : Do Nothing
  • 1 : Cancel Script and return to AI

Inputs

Start
Starts playback of the scene file
Pause
Pauses playback of the scene file
Resume
Resumes playback of the scene if it has been paused
Cancel
Cancels playback of the scene
CancelAtNextInterrupt
Cancels playback of the scene at the next interrupt event in the scene.
PitchShift <float>
Multiplies the pitch
InterjectResponse <string>
Finds an actor who can respond to the specified concept string while the scene continues playing.
Note.pngNote:In order to use the interjection, the target actor needs to have a "Permit Responses" event (or multiple) added on the choreo timeline, and the playback needs to be within the span of those events.
The input parameter here is the name of the response concept, not the response itself.
Tip.pngTip:The sole instance in which this feature is used in Half-Life 2 is in Kleiner's Lab.
See 🖿sdk_d1_trainstation_05.vmf provided in the Source SDK, and see the VCD such as 🖿scenes/k_lab/lab01.vcd for the Permit Responses usage.
StopWaitingForActor
Stop waiting on an actor to stop talking.
SetTarget1 to SetTarget4<string> (in all games since Counter-Strike: Global Offensive)
Sets target1 to target4 keyvalues.
Trigger <integer> !FGD
Triggers the given OnTrigger output.

Outputs

OnStart
The scene has started
OnCompletion
The scene has completed
OnCanceled
The scene has been canceled
OnTrigger1 to OnTrigger16
Scene trigger 1. (!activator is the activator)

See Also