ai_npc_eventresponsesystem
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Class hierarchy |
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CNPCEventResponseSystemEntity |
ai_eventresponse.cpp |
ai_npc_eventresponsesystem
is a point entity available in Half-Life 2 series.
An entity that allows you to generate events for nearby friendly NPCs to respond to. Using the Response System you can create npc speak dialogue in response to events in your map.
- Objective destroyed NPC Shouts “Great job! Pick up the wounded, return to base!”
Todo: Example use?
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- TriggerResponseEvent <string>
- Fire an NPC Response Event. The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
- ForceTriggerResponseEvent <string>
- Fire an NPC Response Event, and force the first available NPC to speak the response (breaking them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
- ForceTriggerResponseEventNoCancel <string>
- Fire an NPC Response Event, and force the first available NPC to speak the response (but don't break them out of any scene they're in). The parameter should match the response rules concept that any nearby friendly NPCs will try to speak.
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
ai_debug_eventresponses | 0 | 0 disables, 1 enables | "Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them." |