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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#REDIRECT [[Actbusy]]
{{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

Template:Wrongtitle

Entity Description

Todo: Move the description from Actbusy, perhaps?

Keyvalues

<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

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.

See Also