Ai goal operator: Difference between revisions
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==Entity description== | ==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== | ||
{{KV Targetname}} | |||
{{KV EnableDisable}} | |||
{{KV|Actor to affect|target_name_or_class|NPC that should perform this operation.}} | |||
{{KV|Position entity|target_destination|Name of the entity that the NPC should move to in order to perform the operation.}} | |||
{{KV|Context target|target_destination|(Optional) Name of an entity that the operator will use within context.}} | |||
{{KV|Initial State|choices|}} | |||
:* 1 : Not ready (closed, locked, etc) | |||
:* 2 : Ready (open and accessible) | |||
{{KV|How should NPC approach?|choices|}} | |||
:* 0 : DO NOT USE THIS SETTING | |||
| | :* 1 : Walk | ||
:* 2 : Run | |||
==Inputs== | ==Inputs== | ||
{{I Targetname}} | |||
{{I EnableDisable}} | |||
{{IO|Activate|Begin operating on the object}} | |||
{{IO|SetStateReady|Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.}} | |||
{{IO|SetStateFinished|Fire this input when the NPC has completed the interaction with this object.}} | |||
==Outputs== | ==Outputs== | ||
{{O Targetname}} | |||
{{IO|OnBeginApproach|Fired when the NPC begins to approach the position.}} | |||
{{IO|OnMakeReady| Make the item ready to operate.}} | |||
{{IO|OnBeginOperating|Fired when the NPC is ready to operate.}} | |||
{{IO|OnFinished'''|Fire when the item is done,}} | |||
[[Category:AI]] | |||
[[Category:Half-Life 2: Episode One Entities]] | [[Category:Half-Life 2: Episode One Entities]] | ||
Revision as of 08:35, 4 February 2012
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.
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 to affect ([todo internal name (i)]) <target_name_or_class>
- NPC that should perform this operation.
- Position entity ([todo internal name (i)]) <targetname>
- Name of the entity that the NPC should move to in order to perform the operation.
- Context target ([todo internal name (i)]) <targetname>
- (Optional) Name of an entity that the operator will use within context.
- Initial State ([todo internal name (i)]) <choices>
-
- 1 : Not ready (closed, locked, etc)
- 2 : Ready (open and accessible)
- How should NPC approach? ([todo internal name (i)]) <choices>
-
- 0 : DO NOT USE THIS SETTING
- 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
- Fire when the item is done,