Creating an interaction: Difference between revisions
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Note:An interaction should only be declared in one NPC's
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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'''. | ||
Once the activity is added, you must use the | Once the activity is added, you must use the <code>DECLARE_INTERACTION</code> macro in the <code>AI_BEGIN_CUSTOM_NPC</code> section. | ||
Here's an example of the DECLARE_INTERACTION code: | Here's an example of the DECLARE_INTERACTION code: | ||
<pre> DECLARE_INTERACTION( g_interactionExample )</pre> | <pre>DECLARE_INTERACTION( g_interactionExample )</pre> | ||
{{note|An interaction should only be declared in one NPC's | {{note|An interaction should only be declared in one NPC's <code>AI_BEGIN_CUSTOM_NPC</code> section, regardless of how many NPCs utilize it.}} | ||
==Implementation== | |||
{{ | == Implementation == | ||
{{TODO|Implementation}} | |||
{{navbar|Creating a squadslot|Creating an NPC|Creating a schedule}} | {{navbar|Creating a squadslot|Creating an NPC|Creating a schedule}} | ||
[[Category:AI Programming]] | [[Category:AI Programming]] |
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 )

AI_BEGIN_CUSTOM_NPC
section, regardless of how many NPCs utilize it.Implementation
Todo: Implementation