logic_choreographed_scene
- Half-Life: Alyx
- Steam VR
Point Entity
Manages a choreographed scene of one or more actors.
Keyvalues
-
Scene file (
SceneFile
) <Scene
> -
Target 1 (
target1
) <TargetDestination
> -
Target 2 (
target2
) <TargetDestination
> -
Target 3 (
target3
) <TargetDestination
> -
Target 4 (
target4
) <TargetDestination
> -
Target 5 (
target5
) <TargetDestination
> -
Target 6 (
target6
) <TargetDestination
> -
Target 7 (
target7
) <TargetDestination
> -
Target 8 (
target8
) <TargetDestination
> -
If an Actor is talking... (
busyactor
) <Choices
>
What to do if an actor this scene needs is already talking when this scene is told to start.- Start immediately
- Wait for actor to finish
- Interrupt at next interrupt event
- Cancel at next interrupt event
-
On player death (
onplayerdeath
) <Choices
>
What should this entity do if the player dies- Do Nothing
- Cancel Script and return to AI
Inputs
-
Start <
Void
>
Starts playback of the scene file -
Pause <
Void
>
Pauses playback of the scene file -
Resume <
Void
>
Resumes playback of the scene if it has been paused -
Cancel <
Void
>
Cancels playback of the scene -
CancelAtNextInterrupt <
Void
>
Cancels playback of the scene at the next interrupt event in the scene. -
PitchShift <
Float
>
Multiplies the the pitch -
InterjectResponse <
String
>
Finds an actor who can respond to the specified concept string while the scene continues playing -
StopWaitingForActor <
Void
>
Stop waiting on an actor to stop talking. -
PauseAtNextInterrupt <
Void
>
Pause playback of the scene at the next interrupt event in the scene. -
SetTarget1 <
TargetDestination
>
Change the entity Target1 references. -
SetTarget2 <
TargetDestination
>
Change the entity Target2 references.
Outputs
-
OnStart <
Void
>
The scene has started -
OnCompletion <
Void
>
The scene has completed -
OnCanceled <
Void
>
The scene has been canceled -
OnPaused <
Void
>
The scene has been paused -
OnResumed <
Void
>
The scene has been resumed -
OnTrigger1 <
Void
>
Scene trigger 1 -
OnTrigger2 <
Void
>
Scene trigger 2 -
OnTrigger3 <
Void
>
Scene trigger 3 -
OnTrigger4 <
Void
>
Scene trigger 4 -
OnTrigger5 <
Void
>
Scene trigger 5 -
OnTrigger6 <
Void
>
Scene trigger 6 -
OnTrigger7 <
Void
>
Scene trigger 7 -
OnTrigger8 <
Void
>
Scene trigger 8 -
OnTrigger9 <
Void
>
Scene trigger 9 -
OnTrigger10 <
Void
>
Scene trigger 10 -
OnTrigger11 <
Void
>
Scene trigger 11 -
OnTrigger12 <
Void
>
Scene trigger 12 -
OnTrigger13 <
Void
>
Scene trigger 13 -
OnTrigger14 <
Void
>
Scene trigger 14 -
OnTrigger15 <
Void
>
Scene trigger 15 -
OnTrigger16 <
Void
>
Scene trigger 16
Point Entity
Manages a choreographed scene of one or more actors.
Keyvalues
-
Scene file (
SceneFile
) <Scene
> -
Target 1 (
target1
) <TargetDestination
> -
Target 2 (
target2
) <TargetDestination
> -
Target 3 (
target3
) <TargetDestination
> -
Target 4 (
target4
) <TargetDestination
> -
Target 5 (
target5
) <TargetDestination
> -
Target 6 (
target6
) <TargetDestination
> -
Target 7 (
target7
) <TargetDestination
> -
Target 8 (
target8
) <TargetDestination
> -
If an Actor is talking... (
busyactor
) <Choices
>
What to do if an actor this scene needs is already talking when this scene is told to start.- Start immediately
- Wait for actor to finish
- Interrupt at next interrupt event
- Cancel at next interrupt event
-
On player death (
onplayerdeath
) <Choices
>
What should this entity do if the player dies- Do Nothing
- Cancel Script and return to AI
Inputs
-
Start <
Void
>
Starts playback of the scene file -
Pause <
Void
>
Pauses playback of the scene file -
Resume <
Void
>
Resumes playback of the scene if it has been paused -
Cancel <
Void
>
Cancels playback of the scene -
CancelAtNextInterrupt <
Void
>
Cancels playback of the scene at the next interrupt event in the scene. -
PitchShift <
Float
>
Multiplies the the pitch -
InterjectResponse <
String
>
Finds an actor who can respond to the specified concept string while the scene continues playing -
StopWaitingForActor <
Void
>
Stop waiting on an actor to stop talking. -
PauseAtNextInterrupt <
Void
>
Pause playback of the scene at the next interrupt event in the scene. -
SetTarget1 <
TargetDestination
>
Change the entity Target1 references. -
SetTarget2 <
TargetDestination
>
Change the entity Target2 references.
Outputs
-
OnStart <
Void
>
The scene has started -
OnCompletion <
Void
>
The scene has completed -
OnCanceled <
Void
>
The scene has been canceled -
OnPaused <
Void
>
The scene has been paused -
OnResumed <
Void
>
The scene has been resumed -
OnTrigger1 <
Void
>
Scene trigger 1 -
OnTrigger2 <
Void
>
Scene trigger 2 -
OnTrigger3 <
Void
>
Scene trigger 3 -
OnTrigger4 <
Void
>
Scene trigger 4 -
OnTrigger5 <
Void
>
Scene trigger 5 -
OnTrigger6 <
Void
>
Scene trigger 6 -
OnTrigger7 <
Void
>
Scene trigger 7 -
OnTrigger8 <
Void
>
Scene trigger 8 -
OnTrigger9 <
Void
>
Scene trigger 9 -
OnTrigger10 <
Void
>
Scene trigger 10 -
OnTrigger11 <
Void
>
Scene trigger 11 -
OnTrigger12 <
Void
>
Scene trigger 12 -
OnTrigger13 <
Void
>
Scene trigger 13 -
OnTrigger14 <
Void
>
Scene trigger 14 -
OnTrigger15 <
Void
>
Scene trigger 15 -
OnTrigger16 <
Void
>
Scene trigger 16