silence an npc

Ambient sounds, game effects and music creation.

silence an npc

Postby m.anderson on Wed Nov 18, 2009 9:07 pm

I've recorded custom dialogue for Alyx and a citizen npc for my mod (played through the logic_choreograph_scene entity).

Problem is my recorded dialogue doesn't match the automatic audio responses that the npcs generate (i.e. things they yell in combat, things they say when you bump into them, etc).

Is there a way to just turn off all automatic responses completely?
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Re: silence an npc

Postby Major Banter on Wed Nov 18, 2009 9:17 pm

Tick the flag 'silent'.
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Re: silence an npc

Postby m.anderson on Wed Nov 18, 2009 9:34 pm

there isn't one for npc_alyx or npc_citizen.
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Re: silence an npc

Postby Major Banter on Wed Nov 18, 2009 9:35 pm

Erm, bugger. No idea then, I've never had to do it. Sorry chap!
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Re: silence an npc

Postby m.anderson on Wed Nov 18, 2009 10:48 pm

bah humbug. I'm thinking I have to mess with sentences.txt or the npc_sounds scripts. That would only help with Alyx and not the citizens though. I guess I'll just be half screwed. But then again I don't want characters' lips moving with no sound coming out. Dammit.
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Re: silence an npc

Postby UberNoob on Wed Dec 16, 2009 4:05 pm

There is an entity called ai_speech_filter, you can use that to control ai idle speech, and stop them talking completely except for when they are forced to. That should be what you are looking for.
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