Aiscripted schedule: Difference between revisions
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{{cleanup}} | {{cleanup}} | ||
[[category:AI]] | [[category:AI]][[category:Entities]] | ||
aiscripted_schedule | '''aiscripted_schedule''' | ||
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 | 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. | ||
KEYS | ==KEYS== | ||
Name targetname <target_source> The name that other entities refer to this entity by. | *'''Name (targetname)''' | ||
:''<target_source>'' The name that other entities refer to this entity by. | |||
*Target NPC m_iszEntity <target_destination> The name or classname of an NPC to use. | |||
*Search Radius (0=everywhere) m_flRadius <integer> Radius to search within for an NPC to use. 0 searches everywhere. | |||
*All in radius graball <choices> Whether to grab all matching NPCs in the specified radius, instead of just one | |||
*spawnflags spawnflags <flags> | |||
*AI state to set forcestate <choices> | |||
*Schedule to run schedule <choices> | |||
*Interruptability interruptability <choices> | |||
*Goal entity goalent <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run') | |||
==INPUTS== | |||
*Kill Removes this entity from the world. | |||
*KillHierarchy Removes this entity and all its children from the world. | |||
*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. | |||
*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. | |||
*StartSchedule 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== | |||
*OnUser1 Fired in response to FireUser1 input. | |||
*OnUser2 Fired in response to FireUser2 input. | |||
OnUser1 Fired in response to FireUser1 input. | *OnUser3 Fired in response to FireUser3 input. | ||
*OnUser4 Fired in response to FireUser4 input. | |||
OnUser2 Fired in response to FireUser2 input. | |||
OnUser3 Fired in response to FireUser3 input. | |||
OnUser4 Fired in response to FireUser4 input. |
Revision as of 15:24, 6 July 2005

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For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.
aiscripted_schedule
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.
KEYS
- Name (targetname)
- <target_source> The name that other entities refer to this entity by.
- Target NPC m_iszEntity <target_destination> The name or classname of an NPC to use.
- Search Radius (0=everywhere) m_flRadius <integer> Radius to search within for an NPC to use. 0 searches everywhere.
- All in radius graball <choices> Whether to grab all matching NPCs in the specified radius, instead of just one
- spawnflags spawnflags <flags>
- AI state to set forcestate <choices>
- Schedule to run schedule <choices>
- Interruptability interruptability <choices>
- Goal entity goalent <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')
INPUTS
- Kill Removes this entity from the world.
- KillHierarchy Removes this entity and all its children from the world.
- 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.
- 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.
- StartSchedule 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
- 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.