This article's documentation is for anything that uses the Source engine. Click here for more information.

ai_speechfilter

From Valve Developer Community
Jump to: navigation, search

ai_speechfilter is a point entity available in all Source Source games except Left 4 Dead series Left 4 Dead series.

English (en)русский (ru)中文 (zh)
Edit

The entity allows to adjust how much an NPC will idle chatter to other NPC’s and the player. This is quite useful, especially if you have a script setup where idle chatter will seem out of place, or get in the way of a Face Poser scene. Speech patterns for NPCs are defined in Response System.


In code, it is represented by theCAI_SpeechFilterclass, defined in theai_speechfilter.cppfile.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Subject(s) (subject) <targetname>
This is the NPC(s) whose speech we're filtering. May be a targetname or a classname.
Idle modifie (IdleModifier) <float>
Multiplier to the probability 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.
  • 0: Yes
  • 1: No

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

SetIdleModifier <float>
Change the Idle Modifier keyvalue at any time.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.