Shared conditions: Difference between revisions
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*COND_SEE_FEAR | *COND_SEE_FEAR | ||
*COND_SEE_DISLIKE | *COND_SEE_DISLIKE | ||
*COND_SEE_ENEMY | *[[NPC Sensing|COND_SEE_ENEMY]] | ||
*COND_LOST_ENEMY | *[[NPC Sensing|COND_LOST_ENEMY]] | ||
*COND_ENEMY_WENT_NULL: Set in the edge case where you had an enemy last think, but don't have one this think. | *COND_ENEMY_WENT_NULL: Set in the edge case where you had an enemy last think, but don't have one this think. | ||
*COND_ENEMY_OCCLUDED: Can't see m_hEnemy | *COND_ENEMY_OCCLUDED: Can't see m_hEnemy | ||
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*COND_TASK_FAILED | *COND_TASK_FAILED | ||
*COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it. | *COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it. | ||
*COND_SMELL | *[[NPC Sensing|COND_SMELL]] | ||
*COND_TOO_CLOSE_TO_ATTACK | *COND_TOO_CLOSE_TO_ATTACK | ||
*COND_TOO_FAR_TO_ATTACK | *COND_TOO_FAR_TO_ATTACK | ||
Line 51: | Line 51: | ||
*COND_GIVE_WAY: Another npc requested that I give way | *COND_GIVE_WAY: Another npc requested that I give way | ||
*COND_WAY_CLEAR: I no longer have to give way | *COND_WAY_CLEAR: I no longer have to give way | ||
*COND_HEAR_DANGER | *[[NPC Sensing|COND_HEAR_DANGER]] | ||
*COND_HEAR_THUMPER | *COND_HEAR_THUMPER | ||
*COND_HEAR_BUGBAIT | *COND_HEAR_BUGBAIT | ||
*COND_HEAR_COMBAT | *[[NPC Sensing|COND_HEAR_COMBAT]] | ||
*COND_HEAR_WORLD | *[[NPC Sensing|COND_HEAR_WORLD]] | ||
*COND_HEAR_PLAYER | *[[NPC Sensing|COND_HEAR_PLAYER]] | ||
*COND_HEAR_BULLET_IMPACT | *[[NPC Sensing|COND_HEAR_BULLET_IMPACT]] | ||
*COND_HEAR_PHYSICS_DANGER | *[[NPC Sensing|COND_HEAR_PHYSICS_DANGER]] | ||
*COND_HEAR_MOVE_AWAY | *[[NPC Sensing|COND_HEAR_MOVE_AWAY]]: Described as scattering NPCs from the origin of this sound. | ||
*COND_HEAR_SPOOKY: Zombies make this when Alyx is in darkness mode | *COND_HEAR_SPOOKY: Zombies make this when Alyx is in darkness mode | ||
*COND_NO_HEAR_DANGER: Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER | *[[NPC Sensing|COND_NO_HEAR_DANGER]]: Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER | ||
*COND_FLOATING_OFF_GROUND | *COND_FLOATING_OFF_GROUND | ||
*COND_MOBBED_BY_ENEMIES: Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually). | *COND_MOBBED_BY_ENEMIES: Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually). | ||
*COND_RECEIVED_ORDERS | *COND_RECEIVED_ORDERS | ||
*COND_PLAYER_ADDED_TO_SQUAD | *[[Squads|COND_PLAYER_ADDED_TO_SQUAD]] | ||
*COND_PLAYER_REMOVED_FROM_SQUAD | *[[Squads|COND_PLAYER_REMOVED_FROM_SQUAD]] | ||
*COND_PLAYER_PUSHING | *COND_PLAYER_PUSHING | ||
*COND_NPC_FREEZE: We received an npc_freeze command while we were unfrozen | *[[NPC Debugging|COND_NPC_FREEZE]]: We received an [[NPC Debugging|npc_freeze]] command while we were unfrozen | ||
*COND_NPC_UNFREEZE: We received an npc_freeze command while we were frozen | *[[NPC Debugging|COND_NPC_UNFREEZE]]: We received an ''npc_freeze'' command while we were frozen | ||
*COND_TALKER_RESPOND_TO_QUESTION | *COND_TALKER_RESPOND_TO_QUESTION | ||
*COND_NO_CUSTOM_INTERRUPTS: Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility. | *COND_NO_CUSTOM_INTERRUPTS: Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility. | ||
[[Category:AI Programming]] | [[Category:AI Programming]] |
Revision as of 21:03, 7 October 2024

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January 2024


January 2024
- COND_NONE: A way for a function to return no condition to get
- COND_IN_PVS
- COND_IDLE_INTERRUPT: The schedule in question is a low priority idle and therefore a candidate for translation into something else
- COND_LOW_PRIMARY_AMMO
- COND_NO_PRIMARY_AMMO
- COND_NO_SECONDARY_AMMO
- COND_NO_WEAPON
- COND_SEE_HATE
- COND_SEE_FEAR
- COND_SEE_DISLIKE
- COND_SEE_ENEMY
- COND_LOST_ENEMY
- COND_ENEMY_WENT_NULL: Set in the edge case where you had an enemy last think, but don't have one this think.
- COND_ENEMY_OCCLUDED: Can't see m_hEnemy
- COND_TARGET_OCCLUDED: Can't see m_hTargetEnt
- COND_HAVE_ENEMY_LOS
- COND_HAVE_TARGET_LOS
- COND_LIGHT_DAMAGE
- COND_HEAVY_DAMAGE
- COND_PHYSICS_DAMAGE
- COND_REPEATED_DAMAGE: Damaged several times in a row
- COND_CAN_RANGE_ATTACK1: Hitscan weapon only
- COND_CAN_RANGE_ATTACK2: Grenade weapon only
- COND_CAN_MELEE_ATTACK1
- COND_CAN_MELEE_ATTACK2
- COND_PROVOKED
- COND_NEW_ENEMY
- COND_ENEMY_TOO_FAR
- COND_ENEMY_FACING_ME
- COND_BEHIND_ENEMY
- COND_ENEMY_DEAD
- COND_ENEMY_UNREACHABLE: Not connected to me via node graph
- COND_SEE_PLAYER
- COND_LOST_PLAYER
- COND_SEE_NEMESIS
- COND_TASK_FAILED
- COND_SCHEDULE_DONE: Just completed last task in schedule, so make it invalid by clearing it.
- COND_SMELL
- COND_TOO_CLOSE_TO_ATTACK
- COND_TOO_FAR_TO_ATTACK
- COND_NOT_FACING_ATTACK
- COND_WEAPON_HAS_LOS
- COND_WEAPON_BLOCKED_BY_FRIEND: Friend between weapon and target
- COND_WEAPON_PLAYER_IN_SPREAD: Player in shooting direction
- COND_WEAPON_PLAYER_NEAR_TARGET: Player near shooting position
- COND_WEAPON_SIGHT_OCCLUDED
- COND_BETTER_WEAPON_AVAILABLE
- COND_HEALTH_ITEM_AVAILABLE: There's a healthkit available.
- COND_GIVE_WAY: Another npc requested that I give way
- COND_WAY_CLEAR: I no longer have to give way
- COND_HEAR_DANGER
- COND_HEAR_THUMPER
- COND_HEAR_BUGBAIT
- COND_HEAR_COMBAT
- COND_HEAR_WORLD
- COND_HEAR_PLAYER
- COND_HEAR_BULLET_IMPACT
- COND_HEAR_PHYSICS_DANGER
- COND_HEAR_MOVE_AWAY: Described as scattering NPCs from the origin of this sound.
- COND_HEAR_SPOOKY: Zombies make this when Alyx is in darkness mode
- COND_NO_HEAR_DANGER: Since we can't use ~CONDITION. Mutually exclusive with COND_HEAR_DANGER
- COND_FLOATING_OFF_GROUND
- COND_MOBBED_BY_ENEMIES: Surrounded by a large number of enemies melee attacking me. (Zombies or Antlions, usually).
- COND_RECEIVED_ORDERS
- COND_PLAYER_ADDED_TO_SQUAD
- COND_PLAYER_REMOVED_FROM_SQUAD
- COND_PLAYER_PUSHING
- COND_NPC_FREEZE: We received an npc_freeze command while we were unfrozen
- COND_NPC_UNFREEZE: We received an npc_freeze command while we were frozen
- COND_TALKER_RESPOND_TO_QUESTION
- COND_NO_CUSTOM_INTERRUPTS: Don't call BuildScheduleTestBits for this schedule. Used for schedules that must strictly control their interruptibility.