logic_choreographed_scene
(Redirected from Scripted scene)

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
(targetname)
<string>
- The targetname that other entities refer to this entity by.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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
(thinkfunction)
<string>
(in all games since)
- 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
Cancel
s 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 from the world.
KillHierarchy
- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
Kill
. AddOutput
<string>
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- 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.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
OnStart
- The scene has started
OnCompletion
- The scene has completed
OnCanceled
- The scene has been canceled
OnTrigger1
toOnTrigger16
- Scene trigger 1. (activator is the activator)
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.