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Logic choreographed scene
From HalfLife 2 Knowledge Base
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logic_choreographed_scene
Half-Life 2 Point Entity
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description
Manages a choreographed scene of one or more actors.
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properties
- Name targetname(target_source)
The name that other entities refer to this entity by. - Scene file SceneFile(scene)
- Target 1 target1(target_destination)
- Target 2 target2(target_destination)
- Target 3 target3(target_destination)
- Target 4 target4(target_destination)
- Target 5 target5(target_destination)
- Target 6 target6(target_destination)
- Target 7 target7(target_destination)
- Target 8 target8(target_destination)
- If an Actor is talking... busyactor(choices) - default: What to do if an actor this scene needs is already talking when this scene is told to start.
- 0 - Default
- 1 - Wait for actor to finish
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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.
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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 logic_choreographed_scene

