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Ai speechfilter
From HalfLife 2 Knowledge Base
Contents |
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ai_speechfilter
Source(core) Point Entity
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description
An entity that can be used to control the idle speech patterns of a set of NPCs.
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properties
- Name targetname(target_source)
The name that other entities refer to this entity by. - Response Contexts ResponseContext(string)
Response system context(s) for this entity. Format should be - Subject(s) subject(target_destination)
This is the NPC(s) whose speech we're filtering. May be a targetname or a classname. - Idle modifier. IdleModifier(float) - default: 1.0
Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech. - Greet Player? NeverSayHello(choices) - default: If set to Yes, our NPC(s) won't greet the player when they first meet him.
- 0 - Yes
- 1 - No
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spawn flags
none.
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inputs
- Kill(void)
Removes this entity from the world. - KillHierarchy(void)
Removes this entity and all its children from the world. - AddOutput(string)
Adds an entity I/O connection to this entity. Format - FireUser1(void)
Causes this entity's OnUser1 output to be fired. - FireUser2(void)
Causes this entity's OnUser2 output to be fired. - FireUser3(void)
Causes this entity's OnUser3 output to be fired. - FireUser4(void)
Causes this entity's OnUser4 output to be fired. - AddContext(string)
Adds a context to this entity's list of response contexts. The format should be 'key - RemoveContext(string)
Remove a context from this entity's list of response contexts. The name should match the 'key' of a previously added context. - ClearContext(void)
Removes all contexts in this entity's list of response contexts.
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outputs
- OnUser1(void)
Fired in response to FireUser1 input. - OnUser2(void)
Fired in response to FireUser2 input. - OnUser3(void)
Fired in response to FireUser3 input. - OnUser4(void)
Fired in response to FireUser4 input.
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related tutorials
Submit your tutorial for ai_speechfilter

