List of predefined response concepts
The following is a list of response concepts as defined in the SDK source.
Tip:Custom response concepts can be added to NPC code or passed through each actor's
speakresponseconcept
input.Concepts are defined in ai_playerally.h
(the TLK_
macros)
List of predefined response concepts
Concept string | Applies to | Description |
---|---|---|
TLK_ANSWER | ||
TLK_ANSWER_HELLO | ||
TLK_QUESTION | ||
TLK_IDLE | ||
TLK_STARE | ||
TLK_LOOK | ||
TLK_USE | player allies, npc_vortigaunt |
The player has done +USE on the NPC. |
TLK_STARTFOLLOW | npc_citizen and simpletalkers |
The NPC has begun following the player. |
TLK_STOPFOLLOW | npc_citizen and simpletalkers |
The NPC has begun following the player. |
TLK_JOINPLAYER | npc_citizen |
|
TLK_STOP | simpletalkers | |
TLK_NOSHOOT | simpletalkers | The NPC has been damaged by the player, has a friend nearby, and is not dead yet. |
TLK_HELLO | ||
TLK_PHELLO | ||
TLK_HELLO_NPC | ||
TLK_PIDLE | ||
TLK_PQUESTION | ||
TLK_PLHURT1 | If player's health is <= 50% | |
TLK_PLHURT2 | If player's health is <= 25% | |
TLK_PLHURT3 | If player's health is <= 12.5% | |
TLK_PLPUSH | If the player has pushed the NPC out of the way Ex: "Let me get out of your way" | |
TLK_PLRELOAD | If the player needs to reload | |
TLK_SMELL | simpletalkers, the player (only in ) | |
TLK_SHOT | player allies, the player (only in ) | The NPC has been shot. (Identifies location of damage.) |
TLK_WOUND | player allies, npc_monk |
The NPC has light wounds (health is <= 75% max). |
TLK_MORTAL | player allies | The NPC has mortal wounds (health is <= 50% max). |
TLK_DANGER | player companions, npc_monk |
The NPC senses something nearby that's dangerous (e.g. a grenade) |
TLK_PLYR_PHYSATK | The NPC has been hit by an object thrown by the player | |
TLK_SEE_COMBINE | The NPC has seen a Combine NPC | |
TLK_ENEMY_DEAD | npc_monk |
The NPC has killed a enemy |
TLK_ALYX_ENEMY_DEAD | npc_alyx |
Custom TLK_ENEMY_DEAD for Alyx post Half-Life 2: Episode One |
TLK_SELECTED | The NPC is selected by player in command mode. | |
TLK_COMMANDED | The NPC has received orders from player in command mode. | |
TLK_COMMAND_FAILED | ||
TLK_BETRAYED | The player killed an ally of the NPC in front of the NPC. | |
TLK_ALLY_KILLED | The NPC witnessed an ally die some other way. | |
TLK_ATTACKING | The NPC is about to fire my weapon at a target. | |
TLK_HEAL | The NPC is healing someone Ex: "Take this medkit" | |
TLK_GIVEAMMO | The NPC is giving ammo to someone | |
TLK_DEATH | npc_citizen , npc_monk , npc_alyx |
Death rattle; NPC has died. |
TLK_HELP_ME | Call out to the player for help. | |
TLK_PLYR_PHYSATK | Player has attacked the NPC with a thrown physics object. | |
TLK_ANSWER_VORT | ||
TLK_ANSWER_CIT | ||
TLK_QUESTION_VORT | ||
TLK_QUESTION_CIT | ||
TLK_NEWWEAPON | player companions | The NPC is picking up a new weapon. |
TLK_PLDEAD | Player has died. Ex: "Dips on the suit?" | |
TLK_HIDEANDRELOAD | ||
TLK_STARTCOMBAT | player companions, citizens, npc_alyx |
|
TLK_WATCHOUT | player companions, npc_alyx |
|
TLK_MOBBED | player companions, npc_alyx |
|
TLK_MANY_ENEMIES | player companions, npc_alyx |
Alyx sees more than four enemies |
TLK_FLASHLIGHT_ILLUM | npc_alyx |
|
TLK_FLASHLIGHT_ON | npc_alyx |
Player turned on flashlight |
TLK_FLASHLIGHT_OFF | npc_alyx |
Player turned off flashlight |
TLK_DARKNESS_LOSTPLAYER | npc_alyx |
|
TLK_DARKNESS_FOUNDPLAYER | npc_alyx |
|
TLK_DARKNESS_UNKOWN_WOUND | npc_alyx |
|
TLK_DARKNESS_HEARDSOUND | npc_alyx |
The NPC has heard an enemy in the darkness. Alyx waits |
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT | npc_alyx |
The NPC has lost a enemy in the darkness because of the flashlight |
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED | npc_alyx |
The NPC has lost a enemy in the darkness because the flashlight went out |
TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT | npc_alyx |
The NPC has found a enemy in the darkness because of the flashlight |
TLK_DARKNESS_FLASHLIGHT_EXPIRED | npc_alyx |
The players flashlight has expired while not in combat [Clarify] |
TLK_DARKNESS_ENEMY_IN_DARKNESS | npc_alyx |
The NPC has an enemy, but it's in the darkness |
TLK_SPOTTED_INCOMING_HEADCRAB | npc_alyx |
The NPC has seen a headcrab jumping at it for the first time |
TLK_CANT_INTERACT_NOW | npc_alyx |
The NPC is too busy to interact with an object the player is holding up to it [Clarify] |
TLK_ALLY_IN_BARNACLE | npc_alyx , npc_wilson (only in ) |
The NPC is seeing an ally being grabbed by a barnacle |
TLK_SELF_IN_BARNACLE | npc_alyx , the player (only in ) |
The NPC has been grabbed by a barnacle |
TLK_FOUNDPLAYER | npc_alyx |
|
TLK_PLAYER_KILLED_NPC | player companions | |
TLK_ENEMY_BURNING | npc_alyx |
|
TLK_SPOTTED_ZOMBIE_WAKEUP | npc_alyx |
The NPC has seen a zombie getting up |
TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE | npc_alyx |
The NPC has seen a headcrab leaving a zombie that just died |
TLK_DANGER_ZOMBINE_GRENADE | npc_alyx |
Alyx has seen a npc_zombine pulling out a grenade
|
TLK_BALLSOCKETED | npc_alyx |
|
TLK_PASSENGER_WARN_COLLISION | About to collide with something, Presumed to be used by Alyx in Half-Life 2: Episode Two | |
TLK_PASSENGER_IMPACT | Just hit something | |
TLK_PASSENGER_OVERRTURNED | Vehicle was just overturned | |
TLK_PASSENGER_REQUEST_UPRIGHT | Vehicle needs to be put upright | |
TLK_PASSENGER_ERRATIC_DRIVING | Vehicle is moving erratically | |
TLK_PASSENGER_VEHICLE_STARTED | Vehicle has started moving | |
TLK_PASSENGER_VEHICLE_STOPPED | Vehicle has stopped moving | |
TLK_PASSENGER_BEGIN_ENTRANCE | Passenger started entering seat | |
TLK_PASSENGER_FINISH_ENTRANCE | Passenger finished entering seat (is in seat) | |
TLK_PASSENGER_BEGIN_EXIT | Passenger started exiting seat | |
TLK_PASSENGER_FINISH_EXIT | Passenger finished exiting seat (seat is vacated) | |
TLK_PASSENGER_NEW_RADAR_CONTACT | Passenger notices a new contact on the radar | |
TLK_PASSENGER_PUNTED | The Player has punted us while we're sitting in the vehicle | |
TLK_VORTIGAUNT | npc_vortigaunt |
Dispel attack starting |
TLK_RESUME | "as I was saying..." or "anyhow..." | |
TLK_TGSTAYPUT | not used in code, part of a "Tour Guide" NPC | |
TLK_TGFIND | not used in code, part of a "Tour Guide" NPC | |
TLK_TGSEEK | not used in code, part of a "Tour Guide" NPC | |
TLK_TGLOSTYOU | not used in code, part of a "Tour Guide" NPC | |
TLK_TGCATCHUP | not used in code, part of a "Tour Guide" NPC | |
TLK_TGENDTOUR | not used in code, part of a "Tour Guide" NPC | |
TLK_TAKING_FIRE (only in ) | player allies | Someone fired at me (regardless of whether I was hit) |
TLK_NEW_ENEMY (only in ) | player allies | A new enemy appeared while combat was already in progress |
TLK_COMBAT_IDLE (only in ) | player allies | Similar to TLK_ATTACKING, but specifically for when *not* currently attacking (when in cover or reloading) |
TLK_SURRENDER (only in ) | npc_citizen |
Citizen just dropped their weapon in fear |
TLK_BEG (only in ) | npc_citizen |
Citizen is unarmed and threatened |
TLK_FEAR (only in ) | npc_citizen |
|
TLK_MELEE (only in ) | npc_citizen , npc_zombie |
|
TLK_THROWGRENADE (only in ) | player companions, the player, npc_citizen , npc_combine_s |
|
TLK_USE_SCARE (only in ) | the player | |
TLK_TIPPED (only in ) | npc_wilson , npc_turret_floor |
The NPC has been tipped over |
TLK_FIDGET (only in ) | npc_wilson |
|
TLK_XEN_GRENADE_RELEASE (only in ) | npc_wilson |
|
TLK_REMIND_PLAYER (only in ) | npc_wilson |
|
TLK_APC_LOW_CLEARANCE (only in ) | npc_wilson |
|
TLK_APC_EJECTED (only in ) | npc_wilson |
|
TLK_WITNESS_EAT (only in ) | npc_wilson |
|
TLK_GOODBYE (only in ) | npc_wilson |
|
TLK_SCAN_START (only in ) | npc_wilson |
|
TLK_SCAN_END (only in ) | npc_wilson |
|
TLK_REMARK (in all games since )(also in ) | the player, npc_wilson |
The NPC will comment of a info_remarkable
|