Ai goal operator: Difference between revisions
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{{hl2 point|ai_goal_operator}} | {{lang|Ai goal operator}} | ||
{{hl2 point|ai_goal_operator}} It indicates items in the world that some NPCs may operate upon. | |||
{{code class|CAI_OperatorGoal|ai_behavior_operator.cpp}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV | {{KV|Actor to affect (actor)|target_name_or_class|NPC that should perform this operation.}} | ||
{{KV|Position entity (target)|target_destination|Name of the entity that the NPC should move to in order to perform the operation.}} | |||
{{KV|Context target (contexttarget)|target_destination|(Optional) Name of an entity that the operator will use within context.}} | |||
{{KV|Initial State (state)|choices|How the operated entity starts. | |||
:*1: Not ready (closed, locked, etc) | |||
:*2: Ready (open and accessible)}} | |||
{{KV|How should NPC approach? (moveto)|choices|{{confirm|Not implemented?}} | |||
:*0: DO NOT USE THIS SETTING | |||
:*1: Walk | |||
:*2: Run}} | |||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
{{KV BaseEntity|base=1}} | |||
{{KV| | |||
==Inputs== | ==Inputs== | ||
{{ | {{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.}} | |||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{I BaseEntity|base=1}} | |||
{{ | |||
==Outputs== | ==Outputs== | ||
{{IO|OnBeginApproach|Fired when the NPC begins to approach the position.}} | {{IO|OnBeginApproach|Fired when the NPC begins to approach the position.}} | ||
{{IO|OnMakeReady|Fired when the item is ready to operate.}} | |||
{{IO|OnMakeReady| | |||
{{IO|OnBeginOperating|Fired when the NPC is ready to operate.}} | {{IO|OnBeginOperating|Fired when the NPC is ready to operate.}} | ||
{{IO|OnFinished|Fired when <code>SetStateFinished</code> is sent to the entity.}} | |||
{{IO|OnFinished | {{O BaseEntity}} | ||
[[Category:AI]] | [[Category:AI]] | ||
Revision as of 17:48, 3 September 2018


Template:Hl2 point It indicates items in the world that some NPCs may operate upon.
Keyvalues
- Actor to affect (actor) ([todo internal name (i)]) <target_name_or_class>
- NPC that should perform this operation.
- Position entity (target) ([todo internal name (i)]) <targetname>
- Name of the entity that the NPC should move to in order to perform the operation.
- Context target (contexttarget) ([todo internal name (i)]) <targetname>
- (Optional) Name of an entity that the operator will use within context.
- Initial State (state) ([todo internal name (i)]) <choices>
- How the operated entity starts.
- 1: Not ready (closed, locked, etc)
- 2: Ready (open and accessible)
- How should NPC approach? (moveto) ([todo internal name (i)]) <choices>
Confirm:Not implemented?
- 0: DO NOT USE THIS SETTING
- 1: Walk
- 2: Run
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- 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.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnBeginApproach
- Fired when the NPC begins to approach the position.
- OnMakeReady
- Fired when the item is ready to operate.
- OnBeginOperating
- Fired when the NPC is ready to operate.
- OnFinished
- Fired when
SetStateFinished
is sent to the entity.