Expanded Responses
The Response System is an existing Source engine feature that handles dynamic NPC dialogue. Mapbase expands HL2βs Response System usage and capabilities in several ways.
π Note: This article is specifically for the context of Half-Life 2. For more general response system changes, see Response System Changes.
NPCs Converted
A few NPCs that previously used hardcoded soundscripts or sentences now use the Response System:
npc_combine_sβ Now plays sentences throughtalker/npc_combine_s.txtnpc_metropoliceβ Now plays sentences throughtalker/npc_metropolice.txtnpc_sniperβ Now plays soundscripts throughtalker/npc_sniper.txt
Optionally, npc_zombie_custom can be used to play responses on zombies.
Ally Response Concepts
Mapbase broadens the response concepts available to player ally NPCs (e.g. npc_citizen). This is mainly useful for when you are creating a custom character.
The following concepts originated from Alyx, but are now available on all companion NPCs:
TLK_MANY_ENEMIESβ Spoken when fighting at least 5 enemies at once.TLK_MOBBEDβ Spoken when at least 2 enemies are getting too close.TLK_ENEMY_BURNINGβ Spoken when the NPCβs enemy is ignited.TLK_DANGER_ZOMBINE_GRENADEβ Spoken when a zombine pulls out a grenade.TLK_SPOTTED_INCOMING_HEADCRABβ Spoken when an enemy headcrab is seen for the first time while itβs already mid-jump.TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIEβ Spoken when a headcrab is seen leaving a zombie that just died.TLK_SPOTTED_ZOMBIE_WAKEUPβ Spoken when a zombie is seen emerging from a slump actbusy.
The following concepts are completely new:
TLK_TAKING_FIREβ Spoken when someone fires at me, regardless of whether I was hit. (requiresai_shot_notify_targetsto be enabled)TLK_NEW_ENEMYβ Spoken when a new enemy appears. UnlikeTLK_STARTCOMBAT, this can be spoken during combat and has no delay between combat engagements. This is intended to be used when a new enemy enters an already-active arena.TLK_COMBAT_IDLEβ Randomly spoken when in combat, but not currently attacking (e.g. in cover or reloading). Similar toTLK_ATTACKING, but for when in an intermittent combat state.TLK_LOSTENEMYβ Spoken when the NPC loses its enemy.TLK_REFINDENEMYβ Spoken when the NPC reacquires a lost enemy.
