ai_goal_operator

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Contents

Entity Description

Indicates items in the world that some NPCs may operate upon

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).
  • 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

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.
  • EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
  • 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.

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.
  • 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
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