ai_speechfilter
- Half-Life: Alyx
- Steam VR
Point Entity
An entity that can be used to control the idle speech patterns of a set of NPCs.
Keyvalues
-
Start Disabled (
StartDisabled
) <Boolean
> -
Response Contexts (
ResponseContext
) <String
>
Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Subject(s) (
subject
) <TargetDestination
>
This is the NPC(s) whose speech we're filtering. May be a targetname or a classname. -
Idle modifier. (
IdleModifier
) <Float
>
Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech. -
Greet Player? (
NeverSayHello
) <Choices
>
If set to Yes, our NPC(s) won't greet the player when they first meet him.- Yes
- No
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
AddContext <
String
>
Adds a context to this entity's list of response contexts. The format should be 'key:value'. -
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. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
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. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
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. -
SetIdleModifier <
Float
>
Allows designers to change the idle modifier at runtime
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game.
Point Entity
An entity that can be used to control the idle speech patterns of a set of NPCs.
Keyvalues
-
Start Disabled (
StartDisabled
) <Boolean
> -
Response Contexts (
ResponseContext
) <String
>
Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Subject(s) (
subject
) <TargetDestination
>
This is the NPC(s) whose speech we're filtering. May be a targetname or a classname. -
Idle modifier. (
IdleModifier
) <Float
>
Multiplier to the percentage chance that our NPC(s) will idle speak. Set to 0 to prevent all idle speech. -
Greet Player? (
NeverSayHello
) <Choices
>
If set to Yes, our NPC(s) won't greet the player when they first meet him.- Yes
- No
Inputs
-
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
AddContext <
String
>
Adds a context to this entity's list of response contexts. The format should be 'key:value'. -
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. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
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. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
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. -
SetIdleModifier <
Float
>
Allows designers to change the idle modifier at runtime
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game.