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Ai speechfilter

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Contents

ai_speechfilter

Source(core) Point Entity


description

An entity that can be used to control the idle speech patterns of a set of NPCs.


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


spawn flags

none.


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.


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.


related tutorials

Submit your tutorial for ai_speechfilter

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