Aiscripted schedule: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Formatting, again)
m (Formatting)
Line 9: Line 9:


* '''Name''' ''targetname <target_source>''   
* '''Name''' ''targetname <target_source>''   
** The name that other entities refer to this entity by.
: The name that other entities refer to this entity by.
 
* '''Target NPC''' ''m_iszEntity <target_destination>''
* '''Target NPC''' ''m_iszEntity <target_destination>''
** The name or classname of an NPC to use.
: The name or classname of an NPC to use.
 
* '''Search Radius (0=everywhere)''' ''m_flRadius <integer>''
* '''Search Radius (0=everywhere)''' ''m_flRadius <integer>''
** Radius to search within for an NPC to use. 0 searches everywhere.
: Radius to search within for an NPC to use. 0 searches everywhere.
 
* '''All in radius''' ''graball <choices>''
* '''All in radius''' ''graball <choices>''
** Whether to grab all matching NPCs in the specified radius, instead of just one
: Whether to grab all matching NPCs in the specified radius, instead of just one
 
* '''spawnflags''' ''spawnflags <flags>''
* '''spawnflags''' ''spawnflags <flags>''
* '''AI state to set''' ''forcestate <choices>''
* '''AI state to set''' ''forcestate <choices>''
Line 21: Line 25:
* '''Interruptability''' ''interruptability <choices>''  
* '''Interruptability''' ''interruptability <choices>''  
* '''Goal entity''' ''goalent <target_destination>''
* '''Goal entity''' ''goalent <target_destination>''
** Provides the name of a schedule-specific goal entity (see 'Schedule to run')
: Provides the name of a schedule-specific goal entity (see 'Schedule to run')


===Inputs===
===Inputs===


* '''Kill'''
* '''Kill'''
** Removes this entity from the world.
: Removes this entity from the world.
 
* '''KillHierarchy'''   
* '''KillHierarchy'''   
** Removes this entity and all its children from the world.
: Removes this entity and all its children from the world.
 
* '''AddOutput''' ''<string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>''  
* '''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
: Adds an entity I/O connection to this entity. Very dangerous, use with care
 
* '''FireUser1'''  
* '''FireUser1'''  
** Causes this entity's OnUser1 output to be fired.
: Causes this entity's OnUser1 output to be fired.
 
* '''FireUser2'''  
* '''FireUser2'''  
** Causes this entity's OnUser2 output to be fired.
: Causes this entity's OnUser2 output to be fired.
 
* '''FireUser3'''  
* '''FireUser3'''  
** Causes this entity's OnUser3 output to be fired.
: Causes this entity's OnUser3 output to be fired.
 
* '''FireUser4'''  
* '''FireUser4'''  
** Causes this entity's OnUser4 output to be fired.
: Causes this entity's OnUser4 output to be fired.
 
* '''StartSchedule'''
* '''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.
: 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'''  
* '''OnUser1'''  
** Fired in response to FireUser1 input.
: Fired in response to FireUser1 input.
 
* '''OnUser2'''  
* '''OnUser2'''  
** Fired in response to FireUser2 input.
: Fired in response to FireUser2 input.
 
* '''OnUser3'''  
* '''OnUser3'''  
** Fired in response to FireUser3 input.
: Fired in response to FireUser3 input.
 
* '''OnUser4'''  
* '''OnUser4'''  
** Fired in response to FireUser4 input.
: Fired in response to FireUser4 input.


[[category:AI]]
[[category:AI]]
[[category:Entities]]
[[category:Entities]]

Revision as of 08:06, 9 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.