path_conversation
This is an entity on id Tech 4 engines, present on DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
DOOM 3
Conversation node. Character speaks a line of dialog and looks at a specific entity. When talked to, conversation will end for all characters listening to conversation and they'll begin following path entities after all conversation nodes. When finished, character will tell all listening characters to go to their next conversation node.
Keys
| Key |
Type |
Default |
Description |
| snd_dialog |
snd |
|
Name of sound shader to play. |
| anim |
var |
|
Name of animation to play while speaker talks. |
| focus |
var |
|
Name of charactor for speaker to look at. |
| blend_in |
var |
4 |
# frame to blend in to anim. |
| blend_out |
var |
4 |
# frame to blend out of anim. |
| target |
var |
|
next path entity. |
| trigger |
var |
|
entity to trigger when character completes path command. |
| no_cower |
var |
|
prevent npc from cowering when he hears a gunshot. |
| no_talk |
var |
|
don't allow player to talk to character until finished with path action. |
| skip |
var |
|
skip to next path when talked to or hearing gunshot. |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idPathCorner -> idEntity -> idClass |
| Inherits |
path_default |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.7 .3 1 |
Script events
| Event |
Declared by |
| randomPath |
idPathCorner |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| setGui |
idEntity |
| precacheGui |
idEntity |
| getGuiParm |
idEntity |
| getGuiParmFloat |
idEntity |
| guiNamedEvent |
idEntity |
| remove |
idClass |
 |
Quake 4
Conversation node. Character speaks a line of dialog and looks at a specific entity. When talked to, conversation will end for all characters listening to conversation and they'll begin following path entities after all conversation nodes. When finished, character will tell all listening characters to go to their next conversation node.
Keys
| Key |
Type |
Default |
Description |
| snd_dialog |
snd |
|
Name of sound shader to play. |
| anim |
var |
|
Name of animation to play while speaker talks. |
| focus |
var |
|
Name of charactor for speaker to look at. |
| blend_in |
var |
4 |
# frame to blend in to anim. |
| blend_out |
var |
4 |
# frame to blend out of anim. |
| target |
var |
|
next path entity. |
| trigger |
var |
|
entity to trigger when character completes path command. |
| no_cower |
var |
|
prevent npc from cowering when he hears a gunshot. |
| no_talk |
var |
|
don't allow player to talk to character until finished with path action. |
| skip |
var |
|
skip to next path when talked to or hearing gunshot. |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idPathCorner -> idEntity -> idClass |
| Inherits |
path_default |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.7 .3 1 |
Script events
| Event |
Declared by |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| clearSkin |
idEntity |
| setContents |
idEntity |
| getLastBlocker |
idEntity |
| playEffect |
idEntity |
| stopEffect |
idEntity |
| stopAllEffects |
idEntity |
| getHealth |
idEntity |
| hideSurface |
idEntity |
| showSurface |
idEntity |
| guiEvent |
idEntity |
| playbackCallback |
idEntity |
| getBindMaster |
idEntity |
| applyImpulse |
idEntity |
| removeNullTargets |
idEntity |
| isA |
idEntity |
| isSameTypeAs |
idEntity |
| matchPrefix |
idEntity |
| clearTargetList |
idEntity |
| appendTarget |
idEntity |
| removeTarget |
idEntity |
| setHealth |
idEntity |
| remove |
idClass |
 |
Prey
Conversation node. Character speaks a line of dialog and looks at a specific entity. When talked to, conversation will end for all characters listening to conversation and they'll begin following path entities after all conversation nodes. When finished, character will tell all listening characters to go to their next conversation node.
Keys
| Key |
Type |
Default |
Description |
| snd_dialog |
snd |
|
Name of sound shader to play. |
| anim |
var |
|
Name of animation to play while speaker talks. |
| focus |
var |
|
Name of charactor for speaker to look at. |
| blend_in |
var |
4 |
# frame to blend in to anim. |
| blend_out |
var |
4 |
# frame to blend out of anim. |
| target |
var |
|
next path entity. |
| trigger |
var |
|
entity to trigger when character arrives. |
| no_cower |
var |
|
prevent npc from cowering when he hears a gunshot. |
| no_talk |
var |
|
don't allow player to talk to character until finished with path action. |
| skip |
var |
|
skip to next path when talked to or hearing gunshot. |
| delay_min |
var |
|
minimum time to wait till starting next path |
| delay_max |
var |
|
maximum time to wait till starting next path |
| wait_for_player |
var |
|
allows character to be triggered when the player gets in talking distance |
Editor
| Property |
Value |
| Type |
point entity |
| Spawn class |
idPathCorner -> idEntity -> idClass |
| Inherits |
path_default |
| Min |
-8 -8 -8 |
| Max |
8 8 8 |
| Color |
.7 .3 1 |
Script events
| Event |
Declared by |
| randomPath |
idPathCorner |
| moveToJoint |
idEntity |
| moveToJointWeighted |
idEntity |
| moveJointToJoint |
idEntity |
| moveJointToJointOffset |
idEntity |
| setSkin |
idEntity |
| spawnDebris |
idEntity |
| delayDamageEntity |
idEntity |
| dispose |
idEntity |
| setDeformation |
idEntity |
| setFloatKey |
idEntity |
| setVectorKey |
idEntity |
| setEntityKey |
idEntity |
| playerCanSee |
idEntity |
| setContents |
idEntity |
| setClipmask |
idEntity |
| setPortalCollision |
idEntity |
| killbox |
idEntity |
| getName |
idEntity |
| setName |
idEntity |
| findTargets |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| updateCameraTarget |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| playRumble |
idEntity |
| stopRumble |
idEntity |
| remove |
idClass |