AI NavGoal t: Difference between revisions
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;<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 19:17, 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
VectordestinationVectordestination andGoalType_tAI_PathNode_tdestinationAI_PathNode_tdestination 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 arrivalActivityint 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
pTargetif you want the NPC to ignore a certain entity when navigating. AI_NavGoalFlags_t flags- Movement flags - click link for detail.
CBaseEntity* pTargetpTargetwill 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?