List of predefined response concepts

The following is a list of response concepts as defined in the SDK source.
Concepts are defined in (the TLK_ macros)
== List of predefined response concepts ==
Concept string 	Applies to 	Description
TLK_ANSWER 	 	
TLK_ANSWER_HELLO 	 	
TLK_QUESTION 	 	
TLK_IDLE 	 	
TLK_STARE 	 	
TLK_LOOK 	 	
TLK_USE 	player allies, 	The player has done +USE on the NPC.
TLK_STARTFOLLOW 	and simpletalkers 	The NPC has begun following the player.
TLK_STOPFOLLOW 	and simpletalkers 	The NPC has begun following the player.
TLK_JOINPLAYER 	 	
TLK_STOP 	simpletalkers 	
TLK_NOSHOOT 	simpletalkers 	The NPC has been damaged by the player, has a friend nearby, and is not dead yet.
TLK_HELLO 	 	
TLK_PHELLO 	 	
TLK_HELLO_NPC 	 	
TLK_PIDLE 	 	
TLK_PQUESTION 	 	
TLK_PLHURT1 	 	If player's health is <= 50%
TLK_PLHURT2 	 	If player's health is <= 25%
TLK_PLHURT3 	 	If player's health is <= 12.5%
TLK_PLPUSH 	 	If the player has pushed the NPC out of the way Ex: "Let me get out of your way"
TLK_PLRELOAD 	 	If the player needs to reload
TLK_SMELL 	simpletalkers, the player 	
TLK_SHOT 	player allies, the player 	The NPC has been shot. (Identifies location of damage.)
TLK_WOUND 	player allies, 	The NPC has light wounds (health is <= 75% max).
TLK_MORTAL 	player allies 	The NPC has mortal wounds (health is <= 50% max).
TLK_DANGER 	player companions, 	The NPC senses something nearby that's dangerous (e.g. a grenade)
TLK_PLYR_PHYSATK 	 	The NPC has been hit by an object thrown by the player
TLK_SEE_COMBINE 	 	The NPC has seen a Combine NPC
TLK_ENEMY_DEAD 	 	The NPC has killed a enemy
TLK_ALYX_ENEMY_DEAD 	 	Custom TLK_ENEMY_DEAD for Alyx post
TLK_SELECTED 	 	The NPC is selected by player in command mode.
TLK_COMMANDED 	 	The NPC has received orders from player in command mode.
TLK_COMMAND_FAILED 	 	
TLK_BETRAYED 	 	The player killed an ally of the NPC in front of the NPC.
TLK_ALLY_KILLED 	 	The NPC witnessed an ally die some other way.
TLK_ATTACKING 	 	The NPC is about to fire my weapon at a target.
TLK_HEAL 	 	The NPC is healing someone Ex: "Take this medkit"
TLK_GIVEAMMO 	 	The NPC is giving ammo to someone
TLK_DEATH 	, , 	Death rattle; NPC has died.
TLK_HELP_ME 	 	Call out to the player for help.
TLK_PLYR_PHYSATK 	 	Player has attacked the NPC with a thrown physics object.
TLK_ANSWER_VORT 	 	
TLK_ANSWER_CIT 	 	
TLK_QUESTION_VORT 	 	
TLK_QUESTION_CIT 	 	
TLK_NEWWEAPON 	player companions 	The NPC is picking up a new weapon.
TLK_PLDEAD 	 	Player has died. Ex: "Dips on the suit?"
TLK_HIDEANDRELOAD 	 	
TLK_STARTCOMBAT 	player companions, citizens, 	
TLK_WATCHOUT 	player companions, 	
TLK_MOBBED 	player companions, 	
TLK_MANY_ENEMIES 	player companions, 	Alyx sees more than four enemies
TLK_FLASHLIGHT_ILLUM 	 	
TLK_FLASHLIGHT_ON 	 	Player turned on flashlight
TLK_FLASHLIGHT_OFF 	 	Player turned off flashlight
TLK_DARKNESS_LOSTPLAYER 	 	
TLK_DARKNESS_FOUNDPLAYER 	 	
TLK_DARKNESS_UNKOWN_WOUND 	 	
TLK_DARKNESS_HEARDSOUND 	 	The NPC has heard an enemy in the darkness. Alyx waits
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT 	 	The NPC has lost a enemy in the darkness because of the flashlight
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED	 	The NPC has lost a enemy in the darkness because the flashlight went out
TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT 	 	The NPC has found a enemy in the darkness because of the flashlight
TLK_DARKNESS_FLASHLIGHT_EXPIRED 	 	The players flashlight has expired while not in combat
TLK_DARKNESS_ENEMY_IN_DARKNESS 	 	The NPC has an enemy, but it's in the darkness
TLK_SPOTTED_INCOMING_HEADCRAB 	 	The NPC has seen a headcrab jumping at it for the first time
TLK_CANT_INTERACT_NOW 	 	The NPC is too busy to interact with an object the player is holding up to it
TLK_ALLY_IN_BARNACLE 	, 	The NPC is seeing an ally being grabbed by a barnacle
TLK_SELF_IN_BARNACLE 	, the player 	The NPC has been grabbed by a barnacle
TLK_FOUNDPLAYER 	 	
TLK_PLAYER_KILLED_NPC 	player companions 	
TLK_ENEMY_BURNING 	 	
TLK_SPOTTED_ZOMBIE_WAKEUP 	 	The NPC has seen a zombie getting up
TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE 	 	The NPC has seen a headcrab leaving a zombie that just died
TLK_DANGER_ZOMBINE_GRENADE 	 	Alyx has seen a pulling out a grenade
TLK_BALLSOCKETED 	 	
TLK_PASSENGER_WARN_COLLISION 	 	About to collide with something, Presumed to be used by Alyx in
TLK_PASSENGER_IMPACT 	 	Just hit something
TLK_PASSENGER_OVERRTURNED 	 	Vehicle was just overturned
TLK_PASSENGER_REQUEST_UPRIGHT 	 	Vehicle needs to be put upright
TLK_PASSENGER_ERRATIC_DRIVING 	 	Vehicle is moving erratically
TLK_PASSENGER_VEHICLE_STARTED 	 	Vehicle has started moving
TLK_PASSENGER_VEHICLE_STOPPED 	 	Vehicle has stopped moving
TLK_PASSENGER_BEGIN_ENTRANCE 	 	Passenger started entering seat
TLK_PASSENGER_FINISH_ENTRANCE 	 	Passenger finished entering seat (is in seat)
TLK_PASSENGER_BEGIN_EXIT 	 	Passenger started exiting seat
TLK_PASSENGER_FINISH_EXIT 	 	Passenger finished exiting seat (seat is vacated)
TLK_PASSENGER_NEW_RADAR_CONTACT 	 	Passenger notices a new contact on the radar
TLK_PASSENGER_PUNTED 	 	The Player has punted us while we're sitting in the vehicle
TLK_VORTIGAUNT 	 	Dispel attack starting
TLK_RESUME 	 	"as I was saying..." or "anyhow..."
TLK_TGSTAYPUT 	 	not used in code, part of a "Tour Guide" NPC
TLK_TGFIND 	 	not used in code, part of a "Tour Guide" NPC
TLK_TGSEEK 	 	not used in code, part of a "Tour Guide" NPC
TLK_TGLOSTYOU 	 	not used in code, part of a "Tour Guide" NPC
TLK_TGCATCHUP 	 	not used in code, part of a "Tour Guide" NPC
TLK_TGENDTOUR 	 	not used in code, part of a "Tour Guide" NPC
TLK_TAKING_FIRE 	player allies 	Someone fired at me (regardless of whether I was hit)
TLK_NEW_ENEMY 	player allies 	A new enemy appeared while combat was already in progress
TLK_COMBAT_IDLE 	player allies 	Similar to TLK_ATTACKING, but specifically for when *not* currently attacking (when in cover or reloading)
TLK_SURRENDER 	 	Citizen just dropped their weapon in fear
TLK_BEG 	 	Citizen is unarmed and threatened
TLK_FEAR 	 	
TLK_MELEE 	, 	
TLK_THROWGRENADE 	player companions, the player, ,	
TLK_USE_SCARE 	the player 	
TLK_TIPPED 	, 	The NPC has been tipped over
TLK_FIDGET 	 	
TLK_XEN_GRENADE_RELEASE 	 	
TLK_REMIND_PLAYER 	 	
TLK_APC_LOW_CLEARANCE 	 	
TLK_APC_EJECTED 	 	
TLK_WITNESS_EAT 	 	
TLK_GOODBYE 	 	
TLK_SCAN_START 	 	
TLK_SCAN_END 	 	
TLK_REMARK 	the player, 	The NPC will comment of a
== See also ==
*Response System
Category:AI Programming