scripted_sentence

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<Half-Life 2> scripted_sentence is a point entity available in the Half-Life 2 series.

Entity description

Scripted sentence.png

Creates a scripted sentence, usually spoken by an NPC.

Can be considered somewhat obsolete, as there are more advanced alternatives:

  • For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a logic_choreographed_scene entity pointing to a VCD file made in the Faceposer editor.
  • For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple ambient_generic entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the sentences.txt file.

Keyvalues

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.
Sentence Name <float>
The sentence group name, as found in sentences.txt.
Speaker Type <target_name_or_class>
To do: add description
Additional Sentence Time <float>
To do: add description
Search Radius <float>
Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
Delay before refire <float>
Timed delay (in seconds) before refiring.
Listener Type <targetname>
To do: add description
Volume 0-10 <float>
A volume value from 0-10.
Sound Radius <choices>
To do: add description
Literal Value Description
0 Small Radius
1 Medium Radius
2 Large Radius
3 Play Everywhere

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

Parentname:

SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset  <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
BeginSentence
Starts the scripted sentence.

Outputs

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This Output fires when the entity is killed and removed from the game.
OnBeginSentence
Fires when the sentence begins.
OnEndSentence
Fires when the sentence ends.