From Valve Developer Community
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.
- Scene file
- The VCD scene file to use.
- Target 1 to Target 8
- 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...
- 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
- What should this entity do if the player dies
- 0 : Do Nothing
- 1 : Cancel Script and return to AI
- 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.
- Starts playback of the scene file
- Pauses playback of the scene file
- Resumes playback of the scene if it has been paused
- Cancels playback of the scene
Cancels playback of the scene at the next interrupt event in the scene.
- Multiplies the pitch
- Finds an actor who can respond to the specified concept string while the scene continues playing
- Stop waiting on an actor to stop talking.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although entities with a large number of children are killed marginally faster.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
<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.
<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 , 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.
<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.
<origin>(New with Alien Swarm) !FGD
- Set this entity's origin in the map. Note:This input is missing from some games FGD files.
<angles>(New with Alien Swarm) !FGD
- Set this entity's angles in the map. Note:This input is missing from some games FGD files.
- The scene has started
- The scene has completed
- The scene has been canceled
- Scene trigger 1. (activator is the activator)
- These Outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
OnKilled(New with Left 4 Dead)
- This Output fires when the entity is killed and removed from the game.