Creating an interaction: Difference between revisions
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Note:An interaction should only be declared in one NPC's AI_BEGIN_CUSTOM_NPC section, regardless of how many NPCs utilize it.
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Here's an example of the DECLARE_INTERACTION code: | Here's an example of the DECLARE_INTERACTION code: | ||
<pre> DECLARE_INTERACTION( | <pre> DECLARE_INTERACTION( g_interactionExample )</pre> | ||
{{note|An interaction should only be declared in one NPC's '''AI_BEGIN_CUSTOM_NPC''' section, regardless of how many NPCs utilize it.}} | {{note|An interaction should only be declared in one NPC's '''AI_BEGIN_CUSTOM_NPC''' section, regardless of how many NPCs utilize it.}} | ||
{{navbar|Creating a squadslot|Creating an NPC|Creating a schedule}} | {{navbar|Creating a squadslot|Creating an NPC|Creating a schedule}} |
Revision as of 13:31, 8 June 2006
The first step to creating an interaction for your NPC is to create a name for it and add it to the "Interactions" section as well as adding it to src\dlls\hl2_dll\AI_Interactions.h
Here's an example name for an activity: g_interactionVortigauntKick.
Once the activity is added, you must use the DECLARE_INTERACTION macro in the AI_BEGIN_CUSTOM_NPC section.
Here's an example of the DECLARE_INTERACTION code:
DECLARE_INTERACTION( g_interactionExample )
