AI NavGoal t: Difference between revisions
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The '''<code>AI_NavGoal_t</code>''' structure is used to encapsulate a navigation request. It has five constructors, which accept varying destination parameters: | |||
#Unspecified goal/location | |||
#<code>[[Vector]]</code> destination | |||
#<code>Vector</code> destination and <code>[[GoalType_t]]</code> | |||
#<code>[[AI_PathNode_t]]</code> destination | |||
#<code>AI_PathNode_t</code> destination and <code>GoalType_t</code> | |||
==Parameters== | ==Parameters== | ||
Line 9: | Line 17: | ||
:The activity or [[sequence]] to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks. | :The activity or [[sequence]] to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks. | ||
;<code>[[float]] tolerance</code> | ;<code>[[float]] tolerance</code> | ||
: | :NPCs closer to their target than this value won't fail their task if they are blocked. See <code>pTarget</code> if you want the NPC to ignore a certain entity when navigating. | ||
;<code>[[AI_NavGoalFlags_t]] flags</code> | ;<code>[[AI_NavGoalFlags_t]] flags</code> | ||
:Movement flags - click link for detail. | :Movement flags - click link for detail. | ||
;<code>[[CBaseEntity]]* pTarget</code> | ;<code>[[CBaseEntity]]* pTarget</code> | ||
: | :<code>pTarget</code> will be ignored by the navigator - i.e. the NPC won't try and find a way around it. Very useful when the goal is a model entity's origin. | ||
;<code>[[float]] maxInitialSimplificationDist</code> | ;<code>[[float]] maxInitialSimplificationDist</code> | ||
:How far to simplify the path. Game default sets the minimum. | :How far to simplify the path. Game default sets the minimum. | ||
:{{ | :{{TODO|What is simplification?}} | ||
[[Category:AI Programming]] | [[Category:AI Programming]] | ||
[[Category:Structures]] | [[Category:Structures]] |
Latest revision as of 20:17, 19 January 2009
The AI_NavGoal_t
structure is used to encapsulate a navigation request. It has five constructors, which accept varying destination parameters:
- Unspecified goal/location
Vector
destinationVector
destination andGoalType_t
AI_PathNode_t
destinationAI_PathNode_t
destination andGoalType_t
Parameters
Alongside the parameters in the list above:
Activity activity
- The activity to use when moving. Overwritten by all of Valve's stock movement tasks except
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
, so not useful unless you're using either that task or one of your own making. Activity arrivalActivity
int arrivalSequence
- The activity or sequence to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks.
float tolerance
- NPCs closer to their target than this value won't fail their task if they are blocked. See
pTarget
if you want the NPC to ignore a certain entity when navigating. AI_NavGoalFlags_t flags
- Movement flags - click link for detail.
CBaseEntity* pTarget
pTarget
will be ignored by the navigator - i.e. the NPC won't try and find a way around it. Very useful when the goal is a model entity's origin.float maxInitialSimplificationDist
- How far to simplify the path. Game default sets the minimum.
- Todo: What is simplification?