logic_choreographed_scene

From Valve Developer Community
Jump to: navigation, search
Choreo scene.png
<Half-Life 2> logic_choreographed_scene is a point entity available in the Half-Life 2 series. It manages a choreographed scene of one or more actors.

For an example on how this entity can be used, see the npc_gman_overwatch prefab.

Keyvalues

Scene file <scene>
The VCD scene file to use.
Target 1 to Target 8 <targetname>
Use these keyvalues to specify the resolution of Actor or Event Target names that are using a !Target# name in the VCD.
If an Actor is talking... <choices>
What to do if an actor this scene needs is already talking when this scene is told to start.
  • 0 : Start immediately
  • 1 : Wait for actor to finish
  • 2 : Interrupt at next interrupt event
  • 3 : Cancel at next interrupt event
On player death <choices>
What should this entity do if the player dies
  • 0 : Do Nothing
  • 1 : Cancel Script and return to AI

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Inputs

Start
Starts playback of the scene file
Pause
Pauses playback of the scene file
Resume
Resumes playback of the scene if it has been paused
Cancel
Cancels playback of the scene
CancelAtNextInterrupt
Cancels playback of the scene at the next interrupt event in the scene.
PitchShift  <float>
Multiplies the pitch
InterjectResponse  <string>
Finds an actor who can respond to the specified concept string while the scene continues playing
StopWaitingForActor
Stop waiting on an actor to stop talking.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

Outputs

OnStart
The scene has started
OnCompletion
The scene has completed
OnCanceled
The scene has been canceled
OnTrigger1 to OnTrigger16
Scene trigger 1. (activator is the activator)

Targetname:

OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.