Ai goal operator: Difference between revisions
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{{lang|Ai goal operator}} | {{lang|Ai goal operator}} | ||
{{hl2 point|ai_goal_operator}} It indicates items in the world that some NPCs may operate upon. | {{hl2 point|ai_goal_operator}} It indicates items in the world that some NPCs may operate upon. | ||
{{stray ent|{{portal}}}} | |||
{{code class|CAI_OperatorGoal|ai_behavior_operator.cpp}} | {{code class|CAI_OperatorGoal|ai_behavior_operator.cpp}} | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Position entity (target)|target_destination|Name of the entity that the NPC should move to in order to perform the 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|Context target (contexttarget)|target_destination|(Optional) Name of an entity that the operator will use within context.}} | ||
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:*1: Walk | :*1: Walk | ||
:*2: Run}} | :*2: Run}} | ||
{{KV | {{KV GoalEntity}} | ||
{{KV BaseEntity|base=1}} | {{KV BaseEntity|base=1}} | ||
==Inputs== | ==Inputs== | ||
{{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|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.}} | {{IO|SetStateFinished|Fire this input when the NPC has completed the interaction with this object.}} | ||
{{I | {{I GoalEntity}} | ||
{{I BaseEntity|base=1|prel4d=1}} | {{I BaseEntity|base=1|prel4d=1}} | ||
Revision as of 09:22, 14 September 2018


Template:Hl2 point It indicates items in the world that some NPCs may operate upon.
Keyvalues
- 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
AI_GoalEntity:
- Actor(s) to affect (actor) <target_name_or_class>
- The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type (SearchType) <choices>
- What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active (StartActive) <boolean>
- Set if goal should be active immediately.
Inputs
- 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.
AI_GoalEntity:
- Activate
- Make the goal active if it wasn't already. NPCs will begin taking orders.
- Deactivate
- Make goal inactive.
- UpdateActors !FGD
- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]
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.