Ai addon builder: Difference between revisions
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This entity was part of the "Directed Design Experiments" performed at Valve in November 2007, and is the base of a modular AI system, wherein enemies could collect upgrade chips to gain new abilities and drop them when dead, allowing other enemies to collect and reuse them. This code has never been released to the public or used in its entirety in a Valve title. | This entity was part of the "Directed Design Experiments" performed at Valve in November 2007, and is the base of a modular AI system, wherein enemies could collect upgrade chips to gain new abilities and drop them when dead, allowing other enemies to collect and reuse them. This code has never been released to the public or used in its entirety in a Valve title. | ||
A related [[keyvalue]] called <code>addon</code> was defined in {{ent|CBaseEntity}}. | A related [[keyvalue]] called <code>addon</code> was defined in {{ent|CBaseEntity}}, and a related [[input]] called <code>CreateAddon</code> was defined in {{ent|CAI_BaseNPC}}. ({{confirm}} It ''might'' have been CBaseCombatCharacter.) | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 10:11, 22 August 2018
Entity description
This entity was part of the "Directed Design Experiments" performed at Valve in November 2007, and is the base of a modular AI system, wherein enemies could collect upgrade chips to gain new abilities and drop them when dead, allowing other enemies to collect and reuse them. This code has never been released to the public or used in its entirety in a Valve title.
A related keyvalue called addon
was defined in CBaseEntity, and a related input called CreateAddon
was defined in CAI_BaseNPC. ([confirm] It might have been CBaseCombatCharacter.)
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).
Inputs
- Execute
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnCreateNpc
- Fires when an NPC is created.
- OnFailedToCreateNpc
- Fires when an NPC fails to be created.
- OnCreateAddon
- Fires when an Addon is created.
- OnFailedToCreateAddon
- Fires when an Addon fails to be created.