func_orator
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Class hierarchy |
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CFlexExpresser |
func_orator
is a point entity available in Left 4 Dead series. It's an entity that allows the firing of a response rule to a random player, allowing them to talk when prompted.
This can be used for a simple one-liner, or to create whole conversations.
Note:This entity does not require a model to function. However, not using a model causes the console to print a
WARNING: orator at X Y Z missing modelname
. Which can be ignored.Note:Disembodied voices, such as the "NPC" on the radio, emit from the orator's location. For example, the orator in the finale of "No Mercy" is the white console next to the radio, causing the voices to only play on the right speaker when looking directly at the radio.
Example uses:
- Campaign intros firing an intro response rule, which causes one of many conversations to take place.
- Panic events where the relay to start the event eventually fires an output to any player, making them speak up that the path is now cleared.
- Scripting conversations between the players and the person on the radio in the finale.
Keyvalues
- Max Followup Dist (maxThenAnyDispatchDist) <float> (only in )
- A 'then ANY' followup on a response from this orator will dispatch to characters up to this many units away. Leave 0 to mean that even an infinitely distant character may respond.}}
- 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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X) (angles) <angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Render FX (renderfx) <choices>
- Various somewhat legacy alpha effects. See render effects
RenderFields:
- Render Mode (rendermode) <choices>
- Set a non-standard rendering mode on this entity.
- Render FX (renderfx) <choices>
- Various somewhat legacy alpha effects. See render effects
- Render Amount / Transparency (renderamt) <integer 0–255>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving shadows on itself.
Studiomodel:
- World Model (model) <string>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since ) (also in )
- A multiplier for the size of the model.
- Tip:In Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code. Note:If both
body
andSetBodyGroup
are present (even if set to 0),body
will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
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- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since )
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
Flags
Not Solid : [1]
Inputs
- SpeakResponseConcept <string>
- Speak the specified response concept