ai_npc_eventresponsesystem

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Class hierarchy
CNPCEventResponseSystemEntity
CBaseEntity
ai_eventresponse.cpp

ai_npc_eventresponsesystem is a point entity available in Half-Life 2 series 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?
Note.pngNote:This entity is also in the code for Portal 2. Its functionality is not guaranteed.


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

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/CommandParameters or default valueDescriptorEffect
ai_debug_eventresponses00 disables, 1 enables"Set to 1 to see all NPC response events trigger, and which NPCs choose to respond to them."