Creating an interaction: Difference between revisions

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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( g_interactionExampleInteraction )</pre>
<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 )
Note.pngNote:An interaction should only be declared in one NPC's AI_BEGIN_CUSTOM_NPC section, regardless of how many NPCs utilize it.