ai_goal_actbusy_queue

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Entity description

This entity managed the food queue in d1_trainstation_02.

Behaves the same way as an ai_goal_actbusy entity does, except that an ai_goal_actbusy_queue orders actbusy hints and NPCs in a queue. The queue can be moved forward, and when the first NPC in the queue leaves, it can be given orders.

Note:Actbusy hints not specified in the keyvalues will function as normal, as will NPCs who cannot join the queue.
Warning:Hint activities should not require exiting, or the queue will freeze.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • actor
<target_name_or_class> Actor(s) to affect - The targetname or classname of any NPCs that is to act busy. Wildcards are supported.
  • StartActive
<boolean> Start Active
  • SearchType
<choices> Search Type - What type of targetname the actor keyvalue is refering to.
Literal valueDescription
0 Entity Name
1 Classname
  • busysearchrange
<float> Search Range for Busy Hints - Maximum distance between an actbusy hint and NPC for the NPC to consider it.
  • visibleonly
<boolean> Visible Busy Hints Only - If set, an NPC will only consider actbusy hints in view when deciding which to use. Once the choice has been made it will not change, even if new hints become visible.
  • node_exit
<target_destination> Exit Node - The name of the first node (info_node_hint or path_corner) the first NPC in the queue should head to when leaving the queue. Required.
  • node01-20
<target_destination> Node 1-20 - The name of the nth actbusy hint node in the queue. (Node 1 is the front of the queue.) The number of defined nodes defines the maximum number of NPCs queuing.
  • mustreachfront
<choices> Must Reach Front - If true, an NPC must strictly be at Node 1 before being able to leave the queue.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Activate
Begin acting busy. Begins ordering NPCs to actbusy.
  • Deactivate
Cease acting busy. Ends ordering NPCs to actbusy. They will remain busy until they decide/are ordered to move, at which point they will return to normal behavior.
  • ForceNPCToActBusy <string>
Format: <targetname> [hint node targetname] [teleport] [nearest] [$<custom activity or sequence>] [max time]
Force an NPC to act busy.
The targetname parameter specifies the name of the NPC(s).
The hint node targetname parameter specifies the name of the Hint node. Used to force an NPC to act busy on a specific node. If no hint node targetname is specified, it'll search for a random one.
If the teleport keyword is specified as a parameter, the NPC will teleport onto the actbusy node instead of navigating to it.
If the nearest keyword is specified as a parameter, the NPC will choose the nearest valid actbusy node, instead of choosing one randomly from all valid actbusy nodes.
The max time parameter specifies the maximum time to actbusy. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC(s) act busy until disturbed.
The $customactivityorsequence parameter specifies the name of a custom activity, prepended by a "$", that the NPC(s) will preform while navigating to the node, e.g. $ACT_RUN will make the NPC(s) run to the node. Sequence names can be used instead of activities.
Force a parameter-specified NPC (outputted from another entity) to act busy. Only usable from an output that specifies an entity, as a connection for outputs of other entities that pass along the NPC. The most common usage of this is to connect the OnSpawnNPC output of an npc_maker to this input, since the OnSpawnNPC output contains the spawned NPC in the parameter. If there are multiple NPCs with the same name, only one will be ordered.
Force a parameter-specified NPC (outputted from another entity) to find an NPC exit point (HINT_NPC_EXIT_POINT hintnode) and vanish. Supports wildcards.
  • SetBusySearchRange <float>
Alters the busysearchrange keyvalue for all actors.
  • MoveQueueUp
Moves all NPCs in the queue up one position, and sends the first NPC to the Exit Node.
  • PlayerStartedBlocking <float>
Tell the queue manager that the player has started blocking the point in the queue passed as a parameter.
  • PlayerStoppedBlocking <float>
Tell the queue manager that the player has stopped blocking the point in the queue passed as a parameter.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
Fired when an NPC targeted by this goal starts an ActBusy animation sequence.
Fired when an NPC targeted by this goal finishes an ActBusy animation sequence.
Fired when an NPC targeted by this goal, ordered by the ForceThisNPCToLeave input, finishes its forced leave.
Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the targetname is of the NPC.
Fired when the NPC at the head of the queue leaves and has reached the Exit Node. The activator is the NPC, and the targetname is of the NPC.
  • OnQueueMoved <float>
Fired when the queue moves. Outputs the number of NPCs remaining in the queue.

See also

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