So I've been fiddling with NPC response contexts and such. But I am having no luck getting npc_citizens to respond and vocally interact the way I want them to.
I noticed they do what I need in oc_lobby. So how did you get it to work Tysn? Responding to thrown objects, chatting idly, etc.
NPC Response Contexts (Help Me Tysn)
Ok. I thought up a solution and just found out that Valve actually used this for the trainstation citizens.
You place a scripted_sequence set to Instantaneous and "OnEndSequence ForceNPCtoActBusy". You then place an info_node_hint in the same spot and when the NPC spawns, they instantly go to the scripted_sequence then use the actbusy node. The only problem is that the npc will do the entry animation, which sucks because my citizens spawn in the same room as the player and they're supposed to already have been sitting. But I'll take what I can get.
At least I know what the problem was, the scripted_sequence, so thanks Tysn.
You place a scripted_sequence set to Instantaneous and "OnEndSequence ForceNPCtoActBusy". You then place an info_node_hint in the same spot and when the NPC spawns, they instantly go to the scripted_sequence then use the actbusy node. The only problem is that the npc will do the entry animation, which sucks because my citizens spawn in the same room as the player and they're supposed to already have been sitting. But I'll take what I can get.
At least I know what the problem was, the scripted_sequence, so thanks Tysn.