Ai goal actbusy: Difference between revisions
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(Reverted the redirect, writing a default entity page. (Don't turn entity pages into redirects just because you found a tutorial!)) |
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{{wrongtitle|title=ai_goal_actbusy}} | |||
==Entity Description== | |||
{{todo|Move the description from [[Actbusy]], perhaps?}} | |||
==Keyvalues== | |||
* {{kv targetname}} | |||
* '''actor''' | |||
: <target_name_or_class> Actor(s) to affect - NPC's that should act busy. | |||
* '''StartActive''' | |||
: <choices> Start Active | |||
* '''SearchType''' | |||
: <choices> Search Type - How to search for the entities using the targetname. | |||
* '''busysearchrange''' | |||
: <float> Search Range for Busy Hints | |||
* '''visibleonly''' | |||
: <choices> Visible Busy Hints Only | |||
<!--All these keyvalues should be templated. They all occur in [[ai_goal_actbusyqueue]] too.---> | |||
<!--This entity has no flags.---> | |||
==Inputs== | |||
*{{i targetname}} | |||
*'''Activate''' | |||
: Begin acting busy. | |||
*'''Deactivate''' | |||
: Cease acting busy. | |||
*'''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. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities. | |||
*'''ForceThisNPCToActBusy''' ''<string>'' | |||
: Force an NPC outputted from another entity to act busy. Only usable from an output that specifies an entity. | |||
*'''ForceThisNPCToLeave''' ''<string>'' | |||
: Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish. | |||
*'''SetBusySearchRange''' ''<float>'' | |||
: Update the busy search range for all actors. | |||
==Outputs== | |||
*'''OnNPCFinishedBusy''' ''<string>'' | |||
: Fired when an NPC targeted by this goal finishes an ActBusy. | |||
*'''OnNPCLeft''' ''<string>'' | |||
: Fired when an NPC target by this goal finishes a forced Leave. | |||
*'''OnNPCStartedBusy''' ''<string>'' | |||
: Fired when an NPC targeted by this goal starts an ActBusy animation. | |||
* {{o targetname}} | |||
==See Also== | |||
* [[Actbusy]] |
Revision as of 04:26, 5 April 2006
Entity Description
Todo: Move the description from Actbusy, perhaps?
Keyvalues
- Template:Kv targetname
- actor
- <target_name_or_class> Actor(s) to affect - NPC's that should act busy.
- StartActive
- <choices> Start Active
- SearchType
- <choices> Search Type - How to search for the entities using the targetname.
- busysearchrange
- <float> Search Range for Busy Hints
- visibleonly
- <choices> Visible Busy Hints Only
Inputs
- Template:I targetname
- Activate
- Begin acting busy.
- Deactivate
- Cease acting busy.
- ForceNPCToActBusy <Targetname> <hint node targetname> <optional:teleport> <optional:$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.
- SetBusySearchRange <float>
- Update the busy search range for all actors.
Outputs
- 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.
- OnNPCStartedBusy <string>
- Fired when an NPC targeted by this goal starts an ActBusy animation.