This class represents NSMonsters that talk.
QUAKED NSTalkMonster (0 0.8 0.8) (-16 -16 0) (16 16 72) WAITTILLSEEN GAG MONSTERCLIP x PRISONER x IGNOREPLAYER WAITFORSCRIPT PREDISASTER FADECORPSE MULTIPLAYER FALLING HORDE
OVERVIEW
This class represents NSMonsters that talk. They need to network extra information and can speak more complicated dialogue using the Sentences system.
They also can communicate with other NSTalkMonster based entities.
KEYS
- "targetname" : Name
- "netname" : Name used for obituaries and debug info.
- "maxs" : Bounding box mins.
- "mins" : Bounding box maxs.
KEYS - SENTENCES
- "talk_answer" : SentenceDef to play when they're providing a generic answer to a question.
- "talk_ask" : SentenceDef to play when they're asking a question.
- "talk_ally_shot" : SentenceDef to play when they're commenting on an ally being shot.
- "talk_greet" : SentenceDef to play when greeting an ally.
- "talk_idle" : SentenceDef to play when idling about.
- "talk_panic" : SentenceDef to play when the state from being calm changes to being fearful.
- "talk_hearing" : SentenceDef to play when commenting on a suspicious noise.
- "talk_smelling" : SentenceDef to play when commenting on a suspicious smell.
- "talk_stare" : SentenceDef to play when commenting on the player staring at them.
- "talk_survived" : SentenceDef to play when they've survived an attack.
- "talk_wounded" : SentenceDef to play when they've been severely wounded.
- "talk_alert" : SentenceDef to play when they've become alerted.
- "talk_player_ask" : SentenceDef to play when they want to ask the player a question.
- "talk_player_greet" : SentenceDef to play when they want to greet the player.
- "talk_player_idle" : SentenceDef to play when they hang around the player.
- "talk_player_wounded1" :
- "talk_player_wounded2" :
- "talk_player_wounded3" :
- "talk_unfollow" : SentenceDef to play for when they're choosing to unfollow someone.
- "talk_follow" : SentenceDef to play for when they're choosing follow someone.
- "talk_stop_follow" : SentenceDef to play for when they're being asked to unfollow someone.
- "talk_deny_follow" : SentenceDef to play for when they're denying the follow request.
- "follow_on_use" : Can be either 0 or 1, will decide if they can follow someone.
- "follow_dist" : Distance between the it and the player its following.
- "follow_maxdist" : Maximum distance between it and the player before giving up following them.
For more keys, see NSMonster.
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void | NSTalkMonster (void) |
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virtual void | Sentence (string) |
| When called, will play a Sentence over the network. More...
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virtual void | Speak (string) |
| When called, will play a single sample (.wav/.ogg) over the network. More...
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virtual void | WarnAllies (void) |
| When called, will alert all allies in a nearby area. More...
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virtual void | StartleAllies (void) |
| When called, will startle all allies in a nearby area. More...
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virtual void | FollowPlayer (void) |
| Internal use only. More...
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virtual void | FollowChain (void) |
| Internal use only. More...
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virtual void | RunAI (void) |
| Internal use only. More...
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virtual void | PanicFrame (void) |
| Run every frame if we're in a state of panic. More...
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virtual void | OnPlayerUse (void) |
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virtual void | Respawn (void) |
| Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
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virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. More...
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virtual float | SendEntity (entity, float) |
| Called by the engine whenever we need to send a client an update about this entity. More...
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virtual void | Save (float) |
| Handles saving a copy of this entity to a given filehandle. More...
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virtual void | Restore (string, string) |
| Similar to NSIO::SpawnKey but for save-game fields. More...
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virtual void | Touch (entity) |
| Called whenever we're touching another entity. More...
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virtual void | TalkPanic (void) |
| Called when they're in a state of panic. More...
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virtual void | TalkPlayerAsk (void) |
| Called when they want to ask the player a question. More...
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virtual void | SeenPlayer (NSActor) |
| Called when they are greeting the player. More...
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virtual void | SeenFriend (NSActor) |
| Called when they are chit-chatting with the player. More...
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virtual void | TalkPlayerWounded1 (void) |
| Called when they tell the player that they're wounded. More...
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virtual void | TalkPlayerWounded2 (void) |
| Called when they tell the player that severely wounded. More...
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virtual void | TalkPlayerWounded3 (void) |
| Called when they tell the player that they're near death. More...
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virtual void | TalkUnfollow (void) |
| Called when they tell the player that they'll give up following. More...
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virtual void | TalkFollow (void) |
| Called when they tell the player that they'll start following. More...
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virtual void | TalkStopFollow (void) |
| Called when they tell the player that they'll stop following. More...
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virtual void | TalkDenyFollow (void) |
| Called when they tell the player they won't follow you. More...
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virtual float | predraw (void) |
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virtual void | ReceiveEntity (float, float) |
| Client: Handles network updates from the server for the associated entity. More...
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virtual void | SentenceSample (string) |
| Plays a single sample from a sentence. More...
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virtual void | ProcessWordQue (void) |
| Called once per frame to process the word queue. More...
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virtual void | HandleAnimEvent (float, int, string) |
| Callback for any model event that gets triggered while playing a framegroup. More...
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