Ai goal patrol: Difference between revisions

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{{lang|Ai goal patrol}}
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{{dmmm point|ai_goal_patrol}} It is used to make NPCs patrol between [[info_node_hint]]s or make them wander around the map.
{{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 Move - Use Custom Animation
:*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=wanderradious|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|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}}
{{KV BaseEntity}}


==Inputs==
==Inputs==
{{I GoalEntity}}
{{I GoalEntity}}
{{I BaseEntity|prel4d=1}}
==Outputs==
{{O BaseEntity}}


[[Category:AI]]
[[Category:AI]]

Latest revision as of 18:51, 14 May 2025

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ai_goal_patrol is a point entity available in Dark Messiah of Might and Magic 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 or target).
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 to Wander Around.
Custom Move Animation (m_iszCustomMove) <string>
Custom move animation to use for the NPC if Movement type is set to Custom 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 the Radius 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]