Creating an interaction: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
	
 Note:An interaction should only be declared in one NPC's
Note:An interaction should only be declared in one NPC's 
		
	
| Robber9000 (talk | contribs)  (Explanation of Interactions) | Robber9000 (talk | contribs)  mNo edit summary | ||
| Line 2: | Line 2: | ||
| Interactions are messages that are transmitted between NPCs, such as allowing one NPC to dodge an attack, or to fly in a specific direction and set a certain state when kicked. | Interactions are messages that are transmitted between NPCs, such as allowing one NPC to dodge an attack, or to fly in a specific direction and set a certain state when kicked. | ||
| == Declaration == | == Declaration == | ||
| The first step to creating an interaction for your [[NPC]] is to create a name for it and add it to the "Interactions" section as well as adding it to <code>src\dlls\hl2_dll\AI_Interactions.h</code>. Here's an example name for an activity: '''g_interactionVortigauntKick'''. | The first step to creating an interaction for your [[NPC]] is to create a name for it and add it to the "Interactions" section as well as adding it to <code>src\dlls\hl2_dll\AI_Interactions.h</code>. Here's an example name for an activity: '''g_interactionVortigauntKick'''. | ||
Latest revision as of 21:00, 8 May 2010
Interactions are messages that are transmitted between NPCs, such as allowing one NPC to dodge an attack, or to fly in a specific direction and set a certain state when kicked.
Declaration
The first step to creating an interaction for your NPC is to create a name for it and add it to the "Interactions" section as well as adding it to src\dlls\hl2_dll\AI_Interactions.h. Here's an example name for an activity: g_interactionVortigauntKick.
Once the activity is added, you must use the DECLARE_INTERACTION macro in the AI_BEGIN_CUSTOM_NPC section.
Here's an example of the DECLARE_INTERACTION code:
DECLARE_INTERACTION( g_interactionExample )
 Note:An interaction should only be declared in one NPC's
Note:An interaction should only be declared in one NPC's AI_BEGIN_CUSTOM_NPC section, regardless of how many NPCs utilize it.Implementation
Todo: Implementation