Ai script conditions: Difference between revisions

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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.


For an example of its use, see ''d2_coast_03'' (when Odessa gives Gordon the rocket launcher).
For an example of its use, see {{ent|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.
Fired only once, automatically, when the condition is first fulfilled, then disables itself. Use "Enable" inputs to recheck conditions.

Revision as of 08:47, 18 July 2018

Template:Hl2 point

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

Actor ([todo internal name (i)]) <targetname>
NPC Target.


Minimum State ([todo internal name (i)]) <choices>
Minimum state of selected target NPC - if for example alert is set, while idle it will do nothing
  • 1 : Idle
  • 2 : Alert
  • 3 : Combat


Maximum State ([todo internal name (i)]) <choices>
Maximum state of selected target NPC - if for example alert is set, while combat it will do nothing
  • 1 : Idle
  • 2 : Alert
  • 3 : Combat


Actor is running a script? ([todo internal name (i)]) <choices>
Is NPC running a script?
  • 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.


Minimum time out ([todo internal name (i)]) <float>
Minimum time before OnConditionsTimeout is fired - 0 = never expire


Maximum time out ([todo internal name (i)]) <float>
Maximum time before OnConditionsTimeout is fired - 0 = ignore


Actor see Player ([todo internal name (i)]) <choices>
Select if actor has to have LOS to player
  • 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 for Actor. ([todo internal name (i)]) <float>
Specify angle of view cone in degrees. Negative value = NOT


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 for Target ([todo internal name (i)]) <float>
Specify angle of view cone in degrees. Negative value = NOT


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


Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

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.