Destroyed Map Specific Files (markdown)

Blixibon 2020-06-24 12:06:42 -05:00
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In most Source games, you can mount [soundscripts](https://developer.valvesoftware.com/wiki/Soundscripts) for a specific map through `maps/%mapname%_level_sounds.txt` and [soundscapes](https://developer.valvesoftware.com/wiki/Soundscape) for a specific map through `scripts/soundscapes_%mapname%.txt`. Mapbase applies this system to other types of files as well, making them much more intuitive and easier to use. They were previously only mountable through modding.
This article talks about these new map-specific files and how to use them.
## Actbusy
Actbusy is normally used for two things:
* An alternative to scripted_sequence that doesn't restrict the AI to a scripting state
* Making NPCs walk to different places and "act busy" when idle, especially in a city setting
Most of the "idle" NPCs playing special animations in HL2's Point Insertion use Actbusy as an alternative to scripted_sequence while all of the citizens who walk around the plaza and wait in line for food are using it to a larger extent, making use of an "Enter-Play animation-Leave" type of pipeline.
Actbusy is normally customized in mods through the `scripts/actbusy.txt` file, but this cannot be safely and reliably modified in a single map. In Mapbase, a map-specific file can be loaded (`maps/%mapname%_actbusy.txt` by default) without having to create an entirely new mod or try packing an entirely new script with the BSP.
[VDC article](https://developer.valvesoftware.com/wiki/Actbusy)
## Talker (Response System)
The Response System is a large system used throughout Valve's Source games for dictating what NPCs should say in response to events in the world.
(todo: expand article, read [this](https://developer.valvesoftware.com/wiki/Response_System) for now)