Ai goal patrol: Difference between revisions
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{{lang|Ai goal patrol}}[[Category:AI]] | {{lang|Ai goal patrol}}[[Category:AI]] | ||
{{dmmm | {{this is a|e0|game=dmmm|name=ai_goal_patrol}} It is used to make NPCs patrol between {{ent|info_node_hint}}s or make them wander around the map. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Movement type|intn=movetype|integer|How the NPC should move around while under the influence of this entity. | {{KV|Movement type|intn=movetype|integer|How the NPC should move around while under the influence of this entity. |
Revision as of 09:37, 7 January 2024


ai_goal_patrol
is an e0 available in Dark Messiah of Might and Magic.

- The {{{game}}} parameter is inconsistent with the name defined by the {{dmmm}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Dark Messiah of Might and Magic.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It is used to make NPCs patrol between info_node_hints or make them wander around the map.
Keyvalues
- Movement type (movetype) <integer>
- How the NPC should move around while under the influence of this entity.
- 1: Walk
- 2: Run
- 3: Custom Move—Use Custom Animation
- Patrol Modes (patrolmode) <integer>
- Which patrol mode the NPC should use.
- 1: Idle
- 2: Wander Around
- 3: Node to Node Cycling
- 4: Node to Node Ping-Pong
- Radius for wander state (wanderradius) <float>
- The radius for which the NPC will find nodes to move to. Only used if
Patrol Modes
is set toWander Around
.
- Custom Move Animation (m_iszCustomMove) <string>
- Custom move animation to use for the NPC if
Movement type
is set toCustom Move
.
- Node 1 (goal1) to Node 15 (goal15) <targetname>
- Nodes the NPC will go to depending on the patrol mode. In
Wander Around
mode, Node 1 is used as the center of theRadius for wander state
keyvalue.
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
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]