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--[[
Basic response setup config time boys
- Triggers: The key words that will trigger this response, make sure it's specific as if that term matches in the query then that response will be picked.
Add a ~ to have it check if that term is matching within the sentance, and not just "specific"
- Responses: A list of responses that the AI will randomly pick from when responding to a query (As long as it's not overwritten by the customAction return).
- customCheck: A custom check of whether a player can *actually* run that query. Return true if you want a player to be able to run it, false if not.
- customAction: You can have the bot run a customAction if you want. Return false to have the bot pick a random response from the Responses setting,
return a string to have that overwrite the response with one of your own.
]]--
ASBaseAI.Responses = {
{
triggers = {
"Hello",
"~Hi"
},
responses = {
"Welcome back",
},
customCheck = function(ply,txt)
return true
end,
customAction = function(ply,txt)
return false
end,
canSee = function(ply,txt,activator)
return true
end,
},
{
triggers = {
"System Call, Toggle Main Base Gate",
"System Call, Toggle Main Gate",
},
responses = {
"Confirmed %n, now toggling Main Gate",
"Understood, Main Gate now toggling...",
},
customCheck = function(ply,txt)
return ply:HasAccessNumber(3) or ply:InVehicle()
end,
customAction = function(ply,txt)
local gate = ents.GetMapCreatedEntity(3251)
local button = ents.GetMapCreatedEntity(3214)
if IsDoorOpen(gate) then
gate:Fire("Close")
button.ButtonToggled = false
return "&7Toggled &f - Main Gate closing..."
else
gate:Fire("Open")
button.ButtonToggled = true
return "&7Toggled &f - Main Gate opening..."
end
return false
end,
canSee = function(ply,text,activator)
return ply == activator
end,
},
}Editor is loading...
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