Ai goal actbusy: Difference between revisions

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==Entity Description==
#REDIRECT [[Actbusy]]
'''Entity Name:''' ai_goal_actbusy
 
==Entity Values==
===Keys===
'''Name 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
 
===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.
 
===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.

Revision as of 13:36, 3 July 2005

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