Ai script conditions: Difference between revisions
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{{DISPLAYTITLE:ai_script_conditions}} | {{DISPLAYTITLE:ai_script_conditions}} | ||
{{hl2 point|ai_script_conditions}} | {{hl2 point|ai_script_conditions}} | ||
==Entity description== | ==Entity description== | ||
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. | 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. | ||
Line 10: | Line 10: | ||
==Keyvalues== | ==Keyvalues== | ||
{{ScrollBox|title=Keyvalues| | |||
{{KV Targetname}} | |||
{{KV EnableDisable}} | |||
{{KV|Actor|target_destination|NPC Target.}} | |||
* | {{KV|Minimum State|choices|}} | ||
: | :* 1 : Idle | ||
:* 2 : Alert | |||
:* 3 : Combat | |||
{{KV|Maximum State|choices|}} | |||
:* 1 : Idle | |||
:* 2 : Alert | |||
:* 3 : Combat | |||
{{KV|Actor is running a script?|choices|}} | |||
:* 1 : No | |||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
{{KV|Required Time|float|Duration of time that all the conditions must be true.}} | |||
{{KV|Minimum time out|float|Minimum time before ''OnConditionsTimeout'' is fired. 0 = never expire.}} | |||
{{KV|Maximum time out|float|Maximum time before ''OnConditionsTimeout'' is fired. 0 = ignore.}} | |||
* | {{KV|Actor see Player|choices|}} | ||
: | :* 1 : No | ||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
{{KV|Player distance|float|The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.}} | |||
{{KV|Player FOV for Actor.|float|Specify angle of view cone in degrees. Negative value = NOT}} | |||
* | {{KV|Player FOV to actor is a true view cone|choices|Player's view cone is evaluated as a true cone, not pie slice.}} | ||
: | :* 1 : No - Tall pie slice | ||
:* 2 : Yes - True view cone | |||
* | {{KV|Player has LOS to Actor|choices|Checks that the player has clear Line of Sight to the Actor.}} | ||
: | :* 1 : No | ||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
{{KV|Target (Optional)|target_destination|Optional entity to include in conditions.}} | |||
* | {{KV|Actor Sees Target|choices|}} | ||
: | :* 1 : No | ||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
{{KV|Target distance|float|The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.}} | |||
{{KV|Player distance from Target|float|The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.}} | |||
{{KV|Player FOV for Target|float|Specify angle of view cone in degrees. Negative value = NOT}} | |||
* | {{KV|Player FOV to target is a true view cone|choices|Player's view cone is evaluated as a true cone, not pie slice.}} | ||
: | :* 1 : No - Tall pie slice | ||
:* 2 : Yes - True view cone | |||
{{KV|Player has LOS to Target|choices|Checks that the player has clear Line of Sight to the Target.}} | |||
:* 1 : No | |||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
{{KV|Player blocking Actor|choices|Checks that the player is blocking the Actor's path.}} | |||
:* 1 : No | |||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
{{KV|Actor in Player`s PVS|choices|Checks that the actor is in the player's PVS}} | |||
:* 1 : No | |||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
: | |||
{{KV|Actor in Vehicle|choices|Checks the actor's state in a vehicle.}} | |||
:* 1 : No | |||
| | :* 2 : Yes | ||
:* 3 : Don`t care | |||
| | |||
{{KV|Player in Vehicle|choices|Checks the player's state in a vehicle.}} | |||
:* 1 : No | |||
:* 2 : Yes | |||
:* 3 : Don`t care | |||
}} | |||
==Flags== | ==Flags== | ||
* | * 1 : Fire outputs with the Actor as Activator | ||
==Inputs== | ==Inputs== | ||
{{I Targetname}} | |||
{{I EnableDisable}} | |||
==Outputs== | ==Outputs== | ||
{{O Targetname}} | |||
{{IO|OnConditionsSatisfied|Fires when AI conditions satisfied.}} | |||
{{IO|OnConditionsTimeout|Fires when AI conditions timed out.}} | |||
{{IO|NoValidActor|Fires if/when there are no matching actors in the map.}} | |||
[[Category:AI]][[Category:Entities]] | |||
[[Category:AI]] | |||
[[Category:Entities]] |
Revision as of 06:09, 4 February 2012
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
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 ([todo internal name (i)]) <targetname>
- NPC Target.
- Minimum State ([todo internal name (i)]) <choices>
-
- 1 : Idle
- 2 : Alert
- 3 : Combat
- Maximum State ([todo internal name (i)]) <choices>
-
- 1 : Idle
- 2 : Alert
- 3 : Combat
- Actor is running a script? ([todo internal name (i)]) <choices>
-
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Required Time ([todo internal name (i)]) <float>
- Duration of time that all the conditions must be true.
- Actor see Player ([todo internal name (i)]) <choices>
-
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Player distance ([todo internal name (i)]) <float>
- The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
- Player FOV to actor is a true view cone ([todo internal name (i)]) <choices>
- Player's view cone is evaluated as a true cone, not pie slice.
- 1 : No - Tall pie slice
- 2 : Yes - True view cone
- Player has LOS to Actor ([todo internal name (i)]) <choices>
- Checks that the player has clear Line of Sight to the Actor.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Target (Optional) ([todo internal name (i)]) <targetname>
- Optional entity to include in conditions.
- Actor Sees Target ([todo internal name (i)]) <choices>
-
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Target distance ([todo internal name (i)]) <float>
- The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
- Player distance from Target ([todo internal name (i)]) <float>
- The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
- Player FOV to target is a true view cone ([todo internal name (i)]) <choices>
- Player's view cone is evaluated as a true cone, not pie slice.
- 1 : No - Tall pie slice
- 2 : Yes - True view cone
- Player has LOS to Target ([todo internal name (i)]) <choices>
- Checks that the player has clear Line of Sight to the Target.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Player blocking Actor ([todo internal name (i)]) <choices>
- Checks that the player is blocking the Actor's path.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Actor in Player`s PVS ([todo internal name (i)]) <choices>
- Checks that the actor is in the player's PVS
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Actor in Vehicle ([todo internal name (i)]) <choices>
- Checks the actor's state in a vehicle.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Player in Vehicle ([todo internal name (i)]) <choices>
- Checks the player's state in a vehicle.
- 1 : No
- 2 : Yes
- 3 : Don`t care
Flags
- 1 : Fire outputs with the Actor as Activator
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
- Fires if/when there are no matching actors in the map.