scripted_sentence
Last edited 4 years ago2020-06-19 15:14:57 UTC
- Wiki
- View Page
-
You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date.
Click here to see the current revision of this page.
Point EntityA scripted_sentence allows you to make a monster say something. Available sentence names can be found in the
sound\sentences.txt file.
Attributes
- Name (targetname) - Property used to identify entities.
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.
- Kill Target (killtarget) - Event to be killed once the sentence has finished.
- Sentence Name (sentence) - Sentence to play (see notes).
- Speaker Type (entity) - This is the name of the entity that says the sentence.
- Sentence Time (duration)
- Search Radius (radius)
- Delay Before Refire (refire)
- Listener Type (listener) - The name of the entity that the speaker will look towards while speaking.
- Volume (volume) - Range: 0 - 10.
- Sound Radius (attenuation)
Flags
- Fire once (1)
- Followers only (2)
- Interrupt speech (4)
- Concurrent (8)
Notes
- Enter 'player' as Listener Type if you want the speaker to look at the player while talking.
- Make sure you preface the sentence with " ! ". Example. Sentence BA_LETMEOUT would be added as !BA_LETMEOUT
1 Comment
You must log in to post a comment.
You can login or register a new account.