Aiscripted schedule: Difference between revisions

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{{wrongtitle|title=aiscripted_schedule}}
{{wrongtitle|title=aiscripted_schedule}}
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==Entity Description==
 
'''Entity Name:''' aiscripted_schedule
[[category:AI]][[category:Entities]]
'''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==
==Entity Values==
 
===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.
* '''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')


*FireUser4 Causes this entity's OnUser4 output to be fired.
===Inputs===


*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.
* '''Kill'''
** Removes this entity from the world.
* '''KillHierarchy''' 
** Removes this entity and all its children from the world.
* '''AddOutput''' ''<string> <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.
* '''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===


==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.


*OnUser1 Fired in response to FireUser1 input.
[[category:AI]]
*OnUser2 Fired in response to FireUser2 input.
[[category:Entities]]
*OnUser3 Fired in response to FireUser3 input.
*OnUser4 Fired in response to FireUser4 input.

Revision as of 13:13, 8 July 2005

Template:Wrongtitle

Entity Description

Entity Name: 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.

Entity Values

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> <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.
  • 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.