Ai goal operator
From Valve Developer Community
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Entity Description
Indicates items in the world that some NPCs may operate upon
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- StartDisabled
- <boolean>
- actor
- <target_name_or_class> NPC that should perform this operation
- target
- <target_destination> Name of the entity that the NPC should move to in order to perform the operation.
- contexttarget
- <target_destination> (Optional) Name of an entity that the operator will use within context.
- state
- <choices> Initial State
Literal Value Description 0 Not ready (closed, locked, etc) 1 Ready (open and accessible)
- moveto
- <choices> How should NPC approach?
Literal Value Description 0 DO NOT USE 0 1 Walk 2 Run
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Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- Enable
- Enable this entity.
- Disable
- Disable this entity.
- Activate
- Begin operating on the object
- SetStateReady
- Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.
- SetStateFinished
- Fire this input when the NPC has completed the interaction with this object.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- OnBeginApproach
- Fired when the NPC begins to approach the position
- OnMakeReady
- Make the item ready to operate
- OnBeginOperating
- Fired when the NPC is ready to operate
- OnFinished
- The item is done
