Entity Type: Point Entity

Category: Others->Others


A scripted_sentence allows you to make a monster say something. Does automatic lip-syncing based on the file contents and also follows the monster position. You can play a sentence, dialogue or an individual sound. Available sentence names can be found in the sound\sentences.txt file or you can also use your custom sentence file inside your custom campaign folder. 


Fire Once (1)

Can be activated only once.

Followers Only (2)

Speak only if this monster is following player (by 'USE' follow command).


Sentence Name (sentence)

This can be the name of a sentence from "sentences.txt", a sound file to play, or a name of a dialogue from "dialogues.txt" or defined by a dialogue_entry.

Make sure you preface the sentence with " ! ". Example. Sentence BA_LETMEOUT would be added as !BA_LETMEOUT.

Make sure you preface the dialogue with " $ ". Example. Dialogue welcome would be added as $welcome

You can set the sentence name to " #shutup " to make the speaker stop speaking.

Speaker Type (entity)

Name OR classname of monster who will "speak" this sentence. If classname is specified, the search radius is used (sentence is activated when monster with specified classname reach radius). These are the some valid classnames:

1: monster_vortigaunt

2: monster_barney

3: monster_human_grunt

4: monster_scientist

5: monster_gman

Search Radius (radius)

Radius, in units, in which to search for a valid target monster. Set to 0 to disable.

Delay Before Refire (refire)

Time interval between sentence refiring. When sentence have a name this feature is disabled.

Listener Type (listener)

The name of entity the monster will look at when "speaking" a sentence. Enter 'player' as Listener Type if you want the speaker to look at the player while talking.

I/O Reaction

On Receive Inputs

On | Toggle | Toggle -> Speak Sentence.

Kill -> Destroy (Doesn't stop the sentence).

Sending Outputs

Target (Toggle) -> On Sentence End.

KillTarget (Kill) -> On Sentence End.