Ai goal operator: Difference between revisions
		
		
		
		
		
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m (Robot: Automated text replacement  (-\{\|\r +{| class=standard-table))  | 
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{{wrongtitle|title=ai_goal_operator}}  | {{wrongtitle|title=ai_goal_operator}}  | ||
==Entity   | ==Entity description==  | ||
Indicates items in the world that some NPCs may operate upon  | Indicates items in the world that some NPCs may operate upon  | ||
==Keyvalues==  | ==Keyvalues==  | ||
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: The item is done  | : The item is done  | ||
[[Category:Half-Life 2: Episode One Entities]]  | [[Category:Half-Life 2: Episode One Entities]]  | ||
[[Category:AI]]  | |||
Revision as of 10:18, 14 June 2011
Entity description
Indicates items in the world that some NPCs may operate upon
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Start Disabled (StartDisabled) <boolean>
 - Stay dormant until activated (with the
Enableinput). 
- actor
 
- <target_name_or_class> NPC that should perform this operation
 
- target
 
- <target_destination> Name of the entity that the NPC should move to in order to perform the operation.
 
- contexttarget
 
- <target_destination> (Optional) Name of an entity that the operator will use within context.
 
- state
 
- <choices> Initial State
 
Literal Value Description 0 Not ready (closed, locked, etc) 1 Ready (open and accessible) 
- moveto
 
- <choices> How should NPC approach?
 
Literal Value Description 0 DO NOT USE 0 1 Walk 2 Run 
Inputs
- EnableDisable:
 
- Enable / Disable
 - Enable/disable this entity from performing its task. It might also disappear from view.
 
- Activate
 
- Begin operating on the object
 
- SetStateReady
 
- Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.
 
- SetStateFinished
 
- Fire this input when the NPC has completed the interaction with this object.
 
Outputs
- OnBeginApproach
 
- Fired when the NPC begins to approach the position
 
- OnMakeReady
 
- Make the item ready to operate
 
- OnBeginOperating
 
- Fired when the NPC is ready to operate
 
- OnFinished
 
- The item is done