Template:KV BaseActbusyGoal: Difference between revisions
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{{ | {{minititle|AI_ActBusyGoal}} | ||
{{KV|Search Range for Busy Hints (busysearchrange)|float|Maximum distance between an actbusy hint and NPC for the NPC to consider it.}} | {{KV|Search Range for Busy Hints (busysearchrange)|float|Maximum distance between an actbusy hint and NPC for the NPC to consider it.}} | ||
{{KV|Visible Busy Hints Only (visibleonly)|bool|If set, an NPC will only consider actbusy hints in view when deciding which to use. Once the choice has been made it will not change, even if new hints become visible.}} | {{KV|Visible Busy Hints Only (visibleonly)|bool|If set, an NPC will only consider actbusy hints in view when deciding which to use. Once the choice has been made it will not change, even if new hints become visible.}} | ||
{{KV| | {{KV|Actbusy Type (type)|choices|Is this Actbusy part of combat? For use with '''Combat Safe Zone'''. | ||
:*0: Default (Standard) | |||
:*1: Combat}} | |||
{{KV|Allow actor to teleport? (alllowteleport)|boolean|}} | |||
{{KV|Sight Entity (seeentity)|targetname|Optionally, if the '''Actor''' playing the ActBusy loses sight of this specified entity for an amount of time defined by '''Sight Entity Timeout''', the specified entity will leave the ActBusy. | |||
:{{note|Only targetnames are allowed, not classnames!}}}} | |||
{{KV|Sight Entity Timeout (seeentitytimeout)|float|Time in seconds to wait for an '''Actor''' to see the '''Sight Entity''' again before the entity may leave the ActBusy.}} | |||
{{KV|Sight Enemy Method (sightmethod)|choices|How to determine if the '''Actor''' sees the '''Sight Entity'''. | |||
:*0: Default. [[LOS]] -and- [[Viewcone]]. | |||
:*1: LOS Only. Disregard Viewcone.}} | |||
{{KV|Combat Safe Zone (safezone)|targetname|Specify a brush entity to act as a safe zone if '''Actbusy Type''' is set to '''Combat'''. If any enemies are in the safe zone, the actbusy will break. {{todo|Will actors go back to the actbusy once enemies are dead? What if they leave the safe zone but are still alive?}}}} |
Revision as of 03:02, 14 September 2018
AI_ActBusyGoal:
- Search Range for Busy Hints (busysearchrange) ([todo internal name (i)]) <float>
- Maximum distance between an actbusy hint and NPC for the NPC to consider it.
- Visible Busy Hints Only (visibleonly) ([todo internal name (i)]) <boolean>
- If set, an NPC will only consider actbusy hints in view when deciding which to use. Once the choice has been made it will not change, even if new hints become visible.
- Actbusy Type (type) ([todo internal name (i)]) <choices>
- Is this Actbusy part of combat? For use with Combat Safe Zone.
- 0: Default (Standard)
- 1: Combat
- Sight Entity (seeentity) ([todo internal name (i)]) <targetname>
- Optionally, if the Actor playing the ActBusy loses sight of this specified entity for an amount of time defined by Sight Entity Timeout, the specified entity will leave the ActBusy.
Note:Only targetnames are allowed, not classnames!
- Sight Entity Timeout (seeentitytimeout) ([todo internal name (i)]) <float>
- Time in seconds to wait for an Actor to see the Sight Entity again before the entity may leave the ActBusy.
- Sight Enemy Method (sightmethod) ([todo internal name (i)]) <choices>
- How to determine if the Actor sees the Sight Entity.
- Combat Safe Zone (safezone) ([todo internal name (i)]) <targetname>
- Specify a brush entity to act as a safe zone if Actbusy Type is set to Combat. If any enemies are in the safe zone, the actbusy will break. Todo: Will actors go back to the actbusy once enemies are dead? What if they leave the safe zone but are still alive?