ai_script_conditions
From Valve Developer Community
Contents |
Entity Description
The keyvalues for this entity allow a mapper to define a list of conditions relating to the player, an NPC and a target (optional), to trigger events when these conditions are fulfilled.
For an example of its use, see d2_coast_03 (when Odessa gives Gordon the rocket launcher).
Fired only once, automatically, when the condition is first fulfilled, then disables itself. Use "Enable" inputs to recheck conditions.
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_destination> NPC Target
- MinimumState
- <choices>
Literal Value Description 1 Idle 2 Alert 3 Combat
- MaximumState
- <choices>
Literal Value Description 1 Idle 2 Alert 3 Combat
- ScriptStatus
- <boolean> Actor is running a script?
- RequiredTime
- <float> Duration of time that all the conditions must be true.
- MinTimeout
- <float> Minimum time before OnConditionsTimeout is fired. 0 = never expire.
- MaxTimeout
- <float> Maximum time before OnConditionsTimeout is fired. 0 = ignore.
- ActorSeePlayer
- <boolean>
- PlayerActorProximity
- <float> The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
- PlayerActorFOV
- <float> Specify angle of View Cone in degrees. Negative value = NOT.
- PlayerActorFOVTrueCone
- <choices> Player's View Cone is evaluated as a true cone, not pie slice.
- PlayerActorLOS
- <boolean> Checks that the player has clear Line of Sight to the Actor.
- target
- <target_destination> Optional entity to include in conditions.
- ActorSeeTarget
- <boolean>
- ActorTargetProximity
- <float> The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
- PlayerTargetProximity
- <float> The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
- PlayerTargetFOV
- <float> Specify angle of View Cone in degrees. Negative value = NOT.
- PlayerTargetFOVTrueCone
- PlayerTargetLOS
- <boolean> Checks that the player has clear Line of Sight to the Target.
- PlayerBlockingActor
- <boolean> Checks that the player is blocking the Actor's path.
- ActorInPVS
- <choices> Checks that the actor is in the player's PVS.
Literal Value Description 0 No 1 Yes 2 Don't care
Flags
- 1 : Fire outputs with the Actor as Activator
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
-
EnableDisable:
-
Enable -
Disable - Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
-
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
- OnConditionsSatisfied
- Fires when AI conditions satisfied
- OnConditionsTimeout
- Fires when AI conditions timed out
- NoValidActor
- Fires if/when there are no matching actors in the map.
