Ai goal operator: Difference between revisions
		
		
		
		
		
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{{  | {{LanguageBar}}  | ||
==  | {{CD|CAI_OperatorGoal|file1=ai_behavior_operator.cpp}}  | ||
{{this is a|point entity|game=Half-Life 2 series|name=ai_goal_operator}}  | |||
==Keyvalues==  | It indicates items in the world that some NPCs may operate upon.  | ||
{{stray ent|{{portal}}}}  | |||
== Keyvalues ==  | |||
{{KV Targetname}}  | |||
{{KV|Position entity|intn=target|target_destination|Name of the entity that the NPC should move to in order to perform the operation.}}  | |||
{{KV|Context target|intn=contexttarget|target_destination|(Optional) Name of an entity that the operator will use within context.}}  | |||
{{KV|Initial State|intn=state|choices|How the operated entity starts.  | |||
:*1: Not ready (closed, locked, etc)  | |||
:*2: Ready (open and accessible)}}  | |||
{{KV|How should NPC approach?|intn=moveto|choices|{{confirm|Not implemented?}}  | |||
:*0: Don't approach  | |||
:*1: Walk  | |||
:*2: Run}}  | |||
{{KV GoalEntity}}  | |||
|  | |||
|  | |||
==Inputs==  | ==Inputs==  | ||
{{I|SetStateReady|Set the object's state to ''Ready''. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.}}  | |||
{{I|SetStateFinished|Fire this input when the NPC has completed the interaction with this object.}}  | |||
{{I GoalEntity}}  | |||
==Outputs==  | ==Outputs==  | ||
{{O|OnBeginApproach|Fired when the NPC begins to approach the position.}}  | |||
{{O|OnMakeReady|Fired when the item is ready to operate.}}  | |||
{{O|OnBeginOperating|Fired when the NPC is ready to operate.}}  | |||
{{O|OnFinished|Fired when <code>SetStateFinished</code> is sent to the entity.}}  | |||
[[Category:AI]]  | |||
[[Category:  | |||
Latest revision as of 12:34, 25 September 2024
| CAI_OperatorGoal | 
ai_goal_operator  is a   point entity  available in 
 Half-Life 2 series.
It indicates items in the world that some NPCs may operate upon.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Position entity (target) <targetname>
 - Name of the entity that the NPC should move to in order to perform the operation.
 
- Context target (contexttarget) <targetname>
 - (Optional) Name of an entity that the operator will use within context.
 
- Initial State (state) <choices>
 - How the operated entity starts.
- 1: Not ready (closed, locked, etc)
 - 2: Ready (open and accessible)
 
 
- How should NPC approach? (moveto) <choices>
 
 Confirm:Not implemented?- 0: Don't approach
 - 1: Walk
 - 2: Run
 
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.
 
Inputs
- 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.
 
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]
 
Outputs
- OnBeginApproach
 - Fired when the NPC begins to approach the position.
 
- OnMakeReady
 - Fired when the item is ready to operate.
 
- OnBeginOperating
 - Fired when the NPC is ready to operate.
 
- OnFinished
 - Fired when 
SetStateFinishedis sent to the entity.