Ai speechfilter

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ai_speechfilter

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

KEYS

Name targetname <target_source> The name that other entities refer to this entity by.

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> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. 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.