Ai goal actbusy queue: Difference between revisions

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ai_goal_actbusy_queue
==Entity Description==
'''Entity Name:''' ai_goal_actbusy_queue
==Entity Values==
===Keys===


AI Goal Act Busy Queue
'''targetname''' ''<target_source>'' The name that other entities refer to this entity by.


KEYS
'''Actor(s) to affect actor''' ''<target_name_or_class>'' NPC's that should act busy


Name targetname <target_source> The name that other entities refer to this entity by.
'''StartActive''' ''<choices> '' Starts Active


Actor(s) to affect actor <target_name_or_class> NPC's that should act busy
'''SearchType''' ''<choices>'' How to search for the entities using the targetname.


Start Active StartActive <choices>  
'''Busysearchrange''' ''<float>'' Search Range for Busy Hints


Search Type SearchType <choices> How to search for the entities using the targetname.
'''Visibleonly''' ''<choices>'' Visible Busy Hints Only


Search Range for Busy Hints busysearchrange <float>  
'''Node_exit''' ''<target_destination>'' The name of the node the first NPC in the queue should move to when he leaves the head of the queue.


Visible Busy Hints Only visibleonly <choices>  
'''Node01''' ''<target_destination>'' The name of the first actbusy hint node in the queue.


Exit Node node_exit <target_destination> The name of the node the first NPC in the queue should move to when he leaves the head of the queue.
'''Node02''' ''<target_destination>'' The name of the second actbusy hint node in the queue.


Node 1 node01 <target_destination> The name of the first actbusy hint node in the queue.
'''Node03''' ''<target_destination>'' The name of the third actbusy hint node in the queue.


Node 2 node02 <target_destination> The name of the second actbusy hint node in the queue.
'''Node04''' ''<target_destination>'' The name of the fourth actbusy hint node in the queue.


Node 3 node03 <target_destination> The name of the third actbusy hint node in the queue.
'''Node05''' ''<target_destination>'' The name of the fifth actbusy hint node in the queue.


Node 4 node04 <target_destination> The name of the fourth actbusy hint node in the queue.
'''Node06''' ''<target_destination>'' The name of the sixth actbusy hint node in the queue.


Node 5 node05 <target_destination> The name of the fifth actbusy hint node in the queue.
'''Node07''' ''<target_destination>'' The name of the seventh actbusy hint node in the queue.


Node 6 node06 <target_destination> The name of the sixth actbusy hint node in the queue.
'''Node08''' ''<target_destination>'' The name of the eighth actbusy hint node in the queue.


Node 7 node07 <target_destination> The name of the seventh actbusy hint node in the queue.
'''Node09''' ''<target_destination>'' The name of the ninth actbusy hint node in the queue.


Node 8 node08 <target_destination> The name of the eighth actbusy hint node in the queue.
'''Node10''' ''<target_destination>'' The name of the tenth actbusy hint node in the queue.


Node 9 node09 <target_destination> The name of the ninth actbusy hint node in the queue.
'''Node11''' ''<target_destination>'' The name of the eleventh actbusy hint node in the queue.


Node 10 node10 <target_destination> The name of the tenth actbusy hint node in the queue.
'''Node12''' ''<target_destination>'' The name of the twelfth actbusy hint node in the queue.


Node 11 node11 <target_destination> The name of the eleventh actbusy hint node in the queue.
'''Node13''' ''<target_destination>'' The name of the thirteenth actbusy hint node in the queue.


Node 12 node12 <target_destination> The name of the twelfth actbusy hint node in the queue.
'''Node14''' ''<target_destination>'' The name of the fourteenth actbusy hint node in the queue.


Node 13 node13 <target_destination> The name of the thirteenth actbusy hint node in the queue.
'''Node15''' ''<target_destination>'' The name of the fifteenth actbusy hint node in the queue.


Node 14 node14 <target_destination> The name of the fourteenth actbusy hint node in the queue.
'''Node16''' ''<target_destination>'' The name of the sixteenth actbusy hint node in the queue.


Node 15 node15 <target_destination> The name of the fifteenth actbusy hint node in the queue.
'''Node17''' ''<target_destination>'' The name of the seventeenth actbusy hint node in the queue.


Node 16 node16 <target_destination> The name of the sixteenth actbusy hint node in the queue.
'''Node18''' ''<target_destination>'' The name of the eighteenth actbusy hint node in the queue.


Node 17 node17 <target_destination> The name of the seventeenth actbusy hint node in the queue.
'''Node19''' ''<target_destination>'' The name of the nineteenth actbusy hint node in the queue.


Node 18 node18 <target_destination> The name of the eighteenth actbusy hint node in the queue.
'''Node20''' ''<target_destination>'' The name of the twentieth actbusy hint node in the queue.


Node 19 node19 <target_destination> The name of the nineteenth actbusy hint node in the queue.
'''Mustreachfront''' ''<choices>'' If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.


Node 20 node20 <target_destination> The name of the twentieth actbusy hint node in the queue.
===Inputs===
'''Kill''' Removes this entity from the world.


Must Reach Front mustreachfront <choices> If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.
'''KillHierarchy''' Removes this entity and all its children from the world.


'''AddOutput''' ''<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>'' Adds an entity I/O connection to this entity. Very dangerous, use with care.


INPUTS
'''FireUser1''' Causes this entity's OnUser1 output to be fired.


Kill Removes this entity from the world.
'''FireUser2''' Causes this entity's OnUser2 output to be fired.


KillHierarchy Removes this entity and all its children from the world.
'''FireUser3''' Causes this entity's OnUser3 output to be fired.


AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
'''FireUser4''' Causes this entity's OnUser4 output to be fired.


FireUser1 Causes this entity's OnUser1 output to be fired.
'''Activate''' Begin acting busy


FireUser2 Causes this entity's OnUser2 output to be fired.
'''Deactivate''' Cease acting busy


FireUser3 Causes this entity's OnUser3 output to be fired.
'''SetBusySearchRange''' ''<float>'' Update the busy search range for all actors.


FireUser4 Causes this entity's OnUser4 output to be fired.
'''ForceNPCToActBusy''' ''<Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>'' Force an NPC to act busy. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.


Activate Begin acting busy
'''ForceThisNPCToActBusy''' ''<string>'' Force an NPC outputted from another entity to act busy. Only usable from an output that specifies an entity.


Deactivate Cease acting busy
'''ForceThisNPCToLeave''' ''<string>'' Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.


SetBusySearchRange <float> Update the busy search range for all actors.
'''PlayerStartedBlocking''' ''<float>'' Tell the queue manager that the player has started blocking a spot in the queue.


ForceNPCToActBusy <string> Force an NPC to act busy. Takes parameters, separated by spaces: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.
'''PlayerStoppedBlocking''' ''<float>'' Tell the queue manager that the player has stopped blocking a spot in the queue.


ForceThisNPCToActBusy <string> Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)
'''MoveQueueUp''' Force the queue to move up, sending the front-most NPC out of the queue.


ForceThisNPCToLeave <string> Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.
===Outputs===
'''OnUser1''' Fired in response to FireUser1 input.


PlayerStartedBlocking <float> Tell the queue manager that the player has started blocking a spot in the queue.
'''OnUser2''' Fired in response to FireUser2 input.


PlayerStoppedBlocking <float> Tell the queue manager that the player has stopped blocking a spot in the queue.
'''OnUser3''' Fired in response to FireUser3 input.


MoveQueueUp Force the queue to move up, sending the front-most NPC out of the queue.
'''OnUser4''' Fired in response to FireUser4 input.


'''OnNPCStartedBusy''' ''<string>'' Fired when an NPC targeted by this goal starts an ActBusy animation.


OUTPUTS
'''OnNPCFinishedBusy''' ''<string>'' Fired when an NPC targeted by this goal finishes an ActBusy.


OnUser1 Fired in response to FireUser1 input.
'''OnNPCLeft''' ''<string>'' Fired when an NPC target by this goal finishes a forced Leave.


OnUser2 Fired in response to FireUser2 input.
'''OnQueueMoved''' ''<float>'' Fired when the queue moves. Outputs the number of NPCs left in the queue.


OnUser3 Fired in response to FireUser3 input.
'''OnNPCStartedLeavingQueue''' ''<string>'' Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC.


OnUser4 Fired in response to FireUser4 input.
'''OnNPCLeftQueue''' ''<string>'' Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.
 
OnNPCStartedBusy <string> Fired when an NPC targeted by this goal starts an ActBusy animation.
 
OnNPCFinishedBusy <string> Fired when an NPC targeted by this goal finishes an ActBusy.
 
OnNPCLeft <string> Fired when an NPC target by this goal finishes a forced Leave.
 
OnQueueMoved <float> Fired when the queue moves. Outputs the number of NPCs left in the queue.
 
OnNPCStartedLeavingQueue <string> Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC.
 
OnNPCLeftQueue <string> Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.

Revision as of 22:20, 2 July 2005

Entity Description

Entity Name: ai_goal_actbusy_queue

Entity Values

Keys

targetname <target_source> The name that other entities refer to this entity by.

Actor(s) to affect actor <target_name_or_class> NPC's that should act busy

StartActive <choices> Starts Active

SearchType <choices> How to search for the entities using the targetname.

Busysearchrange <float> Search Range for Busy Hints

Visibleonly <choices> Visible Busy Hints Only

Node_exit <target_destination> The name of the node the first NPC in the queue should move to when he leaves the head of the queue.

Node01 <target_destination> The name of the first actbusy hint node in the queue.

Node02 <target_destination> The name of the second actbusy hint node in the queue.

Node03 <target_destination> The name of the third actbusy hint node in the queue.

Node04 <target_destination> The name of the fourth actbusy hint node in the queue.

Node05 <target_destination> The name of the fifth actbusy hint node in the queue.

Node06 <target_destination> The name of the sixth actbusy hint node in the queue.

Node07 <target_destination> The name of the seventh actbusy hint node in the queue.

Node08 <target_destination> The name of the eighth actbusy hint node in the queue.

Node09 <target_destination> The name of the ninth actbusy hint node in the queue.

Node10 <target_destination> The name of the tenth actbusy hint node in the queue.

Node11 <target_destination> The name of the eleventh actbusy hint node in the queue.

Node12 <target_destination> The name of the twelfth actbusy hint node in the queue.

Node13 <target_destination> The name of the thirteenth actbusy hint node in the queue.

Node14 <target_destination> The name of the fourteenth actbusy hint node in the queue.

Node15 <target_destination> The name of the fifteenth actbusy hint node in the queue.

Node16 <target_destination> The name of the sixteenth actbusy hint node in the queue.

Node17 <target_destination> The name of the seventeenth actbusy hint node in the queue.

Node18 <target_destination> The name of the eighteenth actbusy hint node in the queue.

Node19 <target_destination> The name of the nineteenth actbusy hint node in the queue.

Node20 <target_destination> The name of the twentieth actbusy hint node in the queue.

Mustreachfront <choices> If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.

Inputs

Kill Removes this entity from the world.

KillHierarchy Removes this entity and all its children from the world.

AddOutput <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)> Adds an entity I/O connection to this entity. Very dangerous, use with care.

FireUser1 Causes this entity's OnUser1 output to be fired.

FireUser2 Causes this entity's OnUser2 output to be fired.

FireUser3 Causes this entity's OnUser3 output to be fired.

FireUser4 Causes this entity's OnUser4 output to be fired.

Activate Begin acting busy

Deactivate Cease acting busy

SetBusySearchRange <float> Update the busy search range for all actors.

ForceNPCToActBusy <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy> Force an NPC to act busy. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.

ForceThisNPCToActBusy <string> Force an NPC outputted from another entity to act busy. Only usable from an output that specifies an entity.

ForceThisNPCToLeave <string> Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.

PlayerStartedBlocking <float> Tell the queue manager that the player has started blocking a spot in the queue.

PlayerStoppedBlocking <float> Tell the queue manager that the player has stopped blocking a spot in the queue.

MoveQueueUp Force the queue to move up, sending the front-most NPC out of the queue.

Outputs

OnUser1 Fired in response to FireUser1 input.

OnUser2 Fired in response to FireUser2 input.

OnUser3 Fired in response to FireUser3 input.

OnUser4 Fired in response to FireUser4 input.

OnNPCStartedBusy <string> Fired when an NPC targeted by this goal starts an ActBusy animation.

OnNPCFinishedBusy <string> Fired when an NPC targeted by this goal finishes an ActBusy.

OnNPCLeft <string> Fired when an NPC target by this goal finishes a forced Leave.

OnQueueMoved <float> Fired when the queue moves. Outputs the number of NPCs left in the queue.

OnNPCStartedLeavingQueue <string> Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC.

OnNPCLeftQueue <string> Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.