scripted_sentence
Last edited 1 year ago2023-11-16 23:31:38 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.
A
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. It can be a targetname of the specific monster or a classname (e.g. monster_scientist).
- Sentence Time (duration) - The duration in seconds before the monster becomes available for usage by a player once the scripted sentence has started playing. This also affects the time duration of other speakers not being able to start new sentences (including talk monsters, human grunts and speaker entities). The game doesn't automatically calculate the duration of the sentence, so the mapper must make sure this value is big enough to cover the duration of the audio.
- Search Radius (radius) - If speaker type is set to the monster's classname (e.g. monster_scientist), the scripted_sentence will try to find the monster only in this radius (in units, relative to the scripted_sentence origin). The radius doesn't affect the search by a targetname. The same radius is used when searching for a listener. If listener is a player, then the value 4096 is used to find the player.
- Delay Before Refire (refire) - Delay before trying to find the appropriate monster again once the scripted_sentence is activated but failed to find the speaker (e.g. the monster is in combat or does not exist on the map yet).
- 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) - The scripted_sentence will be removed from the game once the sentence has started playing on the affected monster.
- Followers only (2) - Once the scripted_sentence is activated, the sentence will play only when the speaker is in the state of following the player (via pressing +use on the talk monster who is not pre-disaster).
- Interrupt speech (4) - If enabled, the affected talk monster will speak the sentence even when in combat state or other speakers are talking. This flag is also required if you want to make a talk monster with Gag flag speak or if you want the monster to say the sentence even without player presented in PVS.
- Concurrent (8) - If enabled, when the scripted sentence is played on the affected talk monster, other talk monsters (barneys and scientists) will stop their speech (both regular and scripted sentences). The name of the flag is somewhat misleading and should be called "Shut up friends". Disabling this flag allows several talk monsters to speak at the same time.
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.