Aiscripted schedule: Difference between revisions

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(Formated the choice tables, added numbers for flags, and stuff.)
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==Entity Description==
==Entity Description==
Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a [[scripted_sequence]] does.
[[Image:{{PAGENAME}}.png|left]]Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a [[scripted_sequence]] does.{{clr}}


==Keyvalues==
==Keyvalues==

Revision as of 00:18, 30 March 2006

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Entity Description

Aiscripted schedule.png

Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a scripted_sequence does.

Keyvalues

<target_destination> The name or classname of an NPC to use.
  • m_flRadius
<integer> Radius to search within for an NPC to use. 0 searches everywhere.
  • graball
<boolean> Whether to grab all matching NPCs in the specified radius, instead of just one.
  • forcestate
<choices> AI state to set
Literal Value Description
0 <None>
1 Set state to IDLE
2 Set state to ALERT
3 Set state to COMBAT
  • schedule
<choices> Schedule to run
Literal Value Description
0 <None>
1 Walk to Goal Entity
2 Run to Goal Entity
3 Set enemy to Goal Entity
4 Walk Goal Path
5 Run Goal Path
6 Set enemy to Goal Entity AND Run to Goal Entity
  • interruptability
<choices>
Literal Value Description
0 General
1 Damage or Death
2 Death
  • goalent
<target_destination> Provides the name of a schedule-specific goal entity. (See the shedule (Schedule to run) keyvalue.)

Flags

  • 4 : Repeatable
  • 1024 : Search Cyclically
  • 2048 : Don't Complain

Inputs

Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule.

Outputs

See also