ai_goal_actbusy
ai_goal_actbusy
is a point entity available in the following Source games or engine branches:
Half-Life 2 and Alien Swarm.
This entity points to a set of NPCs to control, and contains options about how it should go about making those NPCs act busy. There are two common methods of using ai_goal_actbusy
entities:
- Use
Activate
to order NPCs under the entity's command to act busy. - Leave the
ai_goal_actbusy
inactive, and send itForceNPCToActBusy
inputs to order specific NPCs under its command to act busy.
This entity is also in the code for . Its functionality is not guaranteed.
Contents
Games
[confirm]
Keyvalues
AI_ActBusyGoal:
- Search Range for Busy Hints (busysearchrange)
(???)
<float> - Maximum distance between an actbusy hint and NPC for the NPC to consider it.
- Visible Busy Hints Only (visibleonly)
(???)
<boolean> - 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.
- Actbusy Type (type)
(???)
<choices> - Is this Actbusy part of combat? For use with Combat Safe Zone.
- 0: Default (Standard)
- 1: Combat
- Allow actor to teleport? (alllowteleport)
(???)
<boolean>
- Sight Entity (seeentity)
(???)
<targetname> - Optionally, if the Actor playing the ActBusy loses sight of this specified entity for an amount of time defined by Sight Entity Timeout, the specified entity will leave the ActBusy.
- Note:Only targetnames are allowed, not classnames!
- Sight Entity Timeout (seeentitytimeout)
(???)
<float> - Time in seconds to wait for an Actor to see the Sight Entity again before the entity may leave the ActBusy.
- Sight Enemy Method (sightmethod)
(???)
<choices> - How to determine if the Actor sees the Sight Entity.
- Combat Safe Zone (safezone)
(???)
<targetname> - Specify a brush entity to act as a safe zone if Actbusy Type is set to Combat. If any enemies are in the safe zone, the actbusy will break. Todo: Will actors go back to the actbusy once enemies are dead? What if they leave the safe zone but are still alive?
AI_GoalEntity:
- Actor(s) to affect
(actor)
<target_name_or_class> - The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type
(SearchType)
<choices> - What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active
(StartActive)
<boolean> - Set if goal should be active immediately.
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
Inputs
AI_ActBusyGoal:
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.
ForceThisNPCToActBusy
<targetname>- Force an specified NPC to act busy. If there are multiple NPCs with the same name, only one will be ordered.
ForceThisNPCToLeave
<targetname>- Force an NPC to find an NPC exit point (
HINT_NPC_EXIT_POINT
hintnode) and vanish. Supports wildcards.
SetBusySearchRange
<float>- Alters the Search Range for Busy Hints keyvalue for all actors.
AI_GoalEntity:
Activate
- Make the goal active if it wasn't already. NPCs will begin taking orders.
Deactivate
- Make goal inactive.
UpdateActors
!FGD- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since ) (also in )- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !FGD- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
AI_ActBusyGoal:
OnNPCStartedBusy
<targetname>- Fired when an NPC targeted by this entity starts an ActBusy animation sequence. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnNPCFinishedBusy
<targetname>- Fired when an NPC targeted by this entity finishes an ActBusy animation sequence. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnNPCLeft
<targetname>- Fired when an NPC targeted by this goal, ordered by the
ForceThisNPCToLeave
input, finishes its forced leave. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnNPCLostSeeEntity
<targetname>- Fired when the NPC loses sight of the Sight Entity. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnNPCSeeEnemy
<targetname>- Fired when this NPC leaves their ActBusy because they saw an enemy. This output automatically puts the targetname of the NPC (that left the actbusy, not the enemy) into the parameter box for inputs, if the mapper does not override the parameter with something else.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
See also
ai_goal_actbusy_queue
, A similar entity.