Creating an interaction: Difference between revisions

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{{npc tut}}
{{npc tut}}
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 '''DECLARE_INTERACTION''' macro in the '''AI_BEGIN_CUSTOM_NPC''' section.
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 '''AI_BEGIN_CUSTOM_NPC''' section, regardless of how many NPCs utilize it.}}
{{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==
 
{{todo|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 )
Note.pngNote: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