Ai goal patrol: Difference between revisions
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{{ | {{LanguageBar}} | ||
{{ | {{this is a|point entity|name=ai_goal_patrol|game=Dark Messiah of Might and Magic}} | ||
It is used to make NPCs patrol between {{ent|info_node_hint}}s or make them wander around the map. | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV|Movement type|intn=movetype|integer|How the NPC should move around while under the influence of this entity. | {{KV|Movement type|intn=movetype|integer|How the NPC should move around while under the influence of this entity. | ||
:*1: Walk | :*1: Walk | ||
:*2: Run | :*2: Run | ||
:*3: Custom | :*3: Custom Move—Use Custom Animation}} | ||
}} | |||
{{KV|Patrol Modes|intn=patrolmode|integer|Which patrol mode the NPC should use. | {{KV|Patrol Modes|intn=patrolmode|integer|Which patrol mode the NPC should use. | ||
:*1: Idle | :*1: Idle | ||
:*2: Wander Around | :*2: Wander Around | ||
:*3: Node to Node Cycling | :*3: Node to Node Cycling | ||
:*4: Node to Node Ping-Pong | :*4: Node to Node Ping-Pong}} | ||
}} | {{KV|Radius for wander state|intn=wanderradius|float|The radius for which the NPC will find nodes to move to. Only used if <code>Patrol Modes</code> is set to <code>Wander Around</code>.}} | ||
{{KV|Radius for wander state|intn= | |||
{{KV|Custom Move Animation|intn=m_iszCustomMove|string|Custom move animation to use for the NPC if <code>Movement type</code> is set to <code>Custom Move</code>.}} | {{KV|Custom Move Animation|intn=m_iszCustomMove|string|Custom move animation to use for the NPC if <code>Movement type</code> is set to <code>Custom Move</code>.}} | ||
{{KV|Node 1|to=Node 15|intn=goal1|intn2=goal15|targetname|Nodes the NPC will go to depending on the patrol mode. In <code>Wander Around</code> mode, Node 1 is used as the center of the <code>Radius for wander state</code> keyvalue.}} | {{KV|Node 1|to=Node 15|intn=goal1|intn2=goal15|targetname|Nodes the NPC will go to depending on the patrol mode. In <code>Wander Around</code> mode, Node 1 is used as the center of the <code>Radius for wander state</code> keyvalue.}} | ||
{{KV GoalEntity}} | {{KV GoalEntity}} | ||
==Inputs== | ==Inputs== | ||
{{I GoalEntity}} | {{I GoalEntity}} | ||
[[Category:AI]] | [[Category:AI]] |
Latest revision as of 18:51, 14 May 2025


ai_goal_patrol
is a point entity available in Dark Messiah of Might and Magic.
It is used to make NPCs patrol between info_node_hints or make them wander around the map.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Movement type (movetype) <integer>
- How the NPC should move around while under the influence of this entity.
- 1: Walk
- 2: Run
- 3: Custom Move—Use Custom Animation
- Patrol Modes (patrolmode) <integer>
- Which patrol mode the NPC should use.
- 1: Idle
- 2: Wander Around
- 3: Node to Node Cycling
- 4: Node to Node Ping-Pong
- Radius for wander state (wanderradius) <float>
- The radius for which the NPC will find nodes to move to. Only used if
Patrol Modes
is set toWander Around
.
- Custom Move Animation (m_iszCustomMove) <string>
- Custom move animation to use for the NPC if
Movement type
is set toCustom Move
.
- Node 1 (goal1) to Node 15 (goal15) <targetname>
- Nodes the NPC will go to depending on the patrol mode. In
Wander Around
mode, Node 1 is used as the center of theRadius for wander state
keyvalue.
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
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]