Ai goal operator

From Valve Developer Community

Table of contents

Entity Description

Indicates items in the world that some NPCs may operate upon

Keyvalues

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

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.

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