scripted_sentence
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scripted_sentence
is a point entity available in Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, and Half-Life 2: Deathmatch.
Entity description
Creates a scripted sentence, usually spoken by an NPC.
Can be considered somewhat obsolete, as there are more advanced alternatives:
- For sentences spoken by a visible NPC, you can add lip synch and gestures to the sentence by using a logic_choreographed_scene entity pointing to a VCD file made in the Faceposer editor.
- For dialog spoken by a non-visible NPC, like over a radio or by combine forces, you can use a simple ambient_generic entity either pointing to a raw sample, a soundscript or a scripted sentence (consisting of a combination of several samples) in the sentences.txt file.
Keyvalues
- 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
- Sentence Name ([todo internal name (i)]) <float>
- The sentence group name, as found in sentences.txt.
- Speaker Type ([todo internal name (i)]) <target_name_or_class>
- Search Radius ([todo internal name (i)]) <float>
- Radius to search within for an NPC to use. A value of "0" searches everywhere in the map.
- Listener Type ([todo internal name (i)]) <targetname>
- Sound Radius ([todo internal name (i)]) <choices>
Literal Value Description 0 Small Radius 1 Medium Radius 2 Large Radius 3 Play Everywhere
Inputs
Parentname:
- SetParent <string>
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string>
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- BeginSentence
- Starts the scripted sentence.
Outputs
- OnBeginSentence
- Fires when the sentence begins.
- OnEndSentence
- Fires when the sentence ends.