Ai script conditions: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (links) |
||
Line 2: | Line 2: | ||
==Entity Description== | ==Entity Description== | ||
The | The [[keyvalue]]s for this [[entity]] allow a mapper to define a list of [[condition]]s relating to the player, an NPC and a target (optional), to trigger events when these conditions are fulfilled. | ||
For an example of its use, see ''d2_coast_03'' (when Odessa gives Gordon the rocket launcher). | For an example of its use, see ''d2_coast_03'' (when Odessa gives Gordon the rocket launcher). |
Revision as of 00:06, 22 September 2010
Entity Description
The keyvalues for this entity allow a mapper to define a list of conditions relating to the player, an NPC and a target (optional), to trigger events when these conditions are fulfilled.
For an example of its use, see d2_coast_03 (when Odessa gives Gordon the rocket launcher).
Fired only once, automatically, when the condition is first fulfilled, then disables itself. Use "Enable" inputs to recheck conditions.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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
Enable
input).
- Actor
- <target_destination> NPC Target
- MinimumState
- <choices>
Literal Value Description 1 Idle 2 Alert 3 Combat
- MaximumState
- <choices>
Literal Value Description 1 Idle 2 Alert 3 Combat
- ScriptStatus
- <boolean> Actor is running a script?
- RequiredTime
- <float> Duration of time that all the conditions must be true.
- MinTimeout
- <float> Minimum time before OnConditionsTimeout is fired. 0 = never expire.
- MaxTimeout
- <float> Maximum time before OnConditionsTimeout is fired. 0 = ignore.
- ActorSeePlayer
- <boolean>
- PlayerActorProximity
- <float> The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
- PlayerActorFOV
- <float> Specify angle of View Cone in degrees. Negative value = NOT.
- PlayerActorFOVTrueCone
- <choices> Player's View Cone is evaluated as a true cone, not pie slice.
- PlayerActorLOS
- <boolean> Checks that the player has clear Line of Sight to the Actor.
- target
- <target_destination> Optional entity to include in conditions.
- ActorSeeTarget
- <boolean>
- ActorTargetProximity
- <float> The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
- PlayerTargetProximity
- <float> The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
- PlayerTargetFOV
- <float> Specify angle of View Cone in degrees. Negative value = NOT.
- PlayerTargetFOVTrueCone
- PlayerTargetLOS
- <boolean> Checks that the player has clear Line of Sight to the Target.
- PlayerBlockingActor
- <boolean> Checks that the player is blocking the Actor's path.
- ActorInPVS (in all games since
)
- <choices> Checks that the actor is in the player's PVS.
Literal Value Description 0 No 1 Yes 2 Don't care
Flags
- 1 : Fire outputs with the Actor as Activator (in all games since
)
Inputs
- EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnConditionsSatisfied
- Fires when AI conditions satisfied
- OnConditionsTimeout
- Fires when AI conditions timed out
- NoValidActor (in all games since
)
- Fires if/when there are no matching actors in the map.