Info node climb: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Formatting...)
(Je suis un pillock. Edited wrong page - reverting...)
Line 1: Line 1:
{{wrongtitle|title=ai_goal_police}}
{{wrongtitle|title=info_node_climb}}


==Entity Description==
==Entity Description==
'''Entity Name:''' ai_goal_police
'''Entity Name:''' info_node_climb
 
A climb-node for AI navigation. Only usable by NPCs that can climb.


==Entity Values==
==Entity Values==
Line 9: Line 11:
* '''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.
* '''Parent''' ''parentname <target_destination>''
: The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.


* '''Pitch Yaw Roll (Y Z X)''' ''angles <angle>''
* '''Pitch Yaw Roll (Y Z X)''' ''angles <angle>''
: This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
: This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.


* '''spawnflags''' ''spawnflags <flags>''
* '''Node ID''' ''nodeid <integer>''
* '''Radius''' ''policeradius <float>''
* '''Hint''' ''hinttype <choices>''
: Radius to police
* '''Hint Activity''' ''hintactivity <string>''
: Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
 
* '''Node FOV''' ''nodeFOV <choices>''
: Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
 
* '''Start Hint Disabled''' ''StartHintDisabled <choices>''
* '''Hint Group''' ''Group <string>''
: If specified, gives the hint a specific group name.  Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
 
* '''Target node''' ''TargetNode <node_dest>''
: The node ID of an associated target node, if any.
 
* '''Ignore Facing''' ''IgnoreFacing <choices>''
: Don't pay attention to the facing of the node. May not apply to a given hint type.
 
* '''Minimum State''' ''MinimumState <choices>''
: Require an NPC have a minimum state to use the hint.


* '''Target''' ''policetarget <string>''
* '''Maximum State''' ''MaximumState <choices>''
: Target to police
: Require an NPC have a maximum state to use the hint.


===Inputs===
===Inputs===
Line 31: Line 47:
: Removes this entity and all its children from the world.
: Removes this entity and all its children from the world.


* '''AddOutput <string>'''
* '''AddOutput <string>''' ''<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>''
: 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.
:  Adds an entity I/O connection to this entity. Very dangerous, use with care.


* '''FireUser1'''
* '''FireUser1'''
Line 46: Line 62:
: Causes this entity's OnUser4 output to be fired.
: Causes this entity's OnUser4 output to be fired.


* '''SetParent <string>'''
* '''EnableHint'''
: Changes the entity's parent in the movement hierarchy.
: Enable hint.


* '''SetParentAttachment <string>'''
* '''DisableHint'''
: Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
: Disable hint.
 
* '''ClearParent'''
: Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
* '''EnableKnockOut'''
: Tells the goal to make the active policing NPC knock out its target
 
* '''DisableKnockOut'''
: Stop the active policing NPC from trying to knock out its target


===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.


* '''OnFirstWarning'''
[[Category:Entities]]
: Fires the first time a policing cop warns a target
[[Category:AI]]
 
* '''OnSecondWarning'''
: Fires the second time a policing cop warns a target
 
* '''OnLastWarning'''
: Fires when a policing cop warns a target for the last time
 
* '''OnSupressingTarget'''
: Fires when a policing cop starts to suppress (ie. beat) a target
 
* '''OnKnockOut'''
: Fires when a target has been knocked out
 
[[category:AI]]
[[category:Entities]]

Revision as of 08:25, 9 July 2005

Template:Wrongtitle

Entity Description

Entity Name: info_node_climb

A climb-node for AI navigation. Only usable by NPCs that can climb.

Entity Values

Keys

  • Name targetname <target_source>
The name that other entities refer to this entity by.
  • Pitch Yaw Roll (Y Z X) angles <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
  • Node ID nodeid <integer>
  • Hint hinttype <choices>
  • Hint Activity hintactivity <string>
Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
  • Node FOV nodeFOV <choices>
Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
  • Start Hint Disabled StartHintDisabled <choices>
  • Hint Group Group <string>
If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
  • Target node TargetNode <node_dest>
The node ID of an associated target node, if any.
  • Ignore Facing IgnoreFacing <choices>
Don't pay attention to the facing of the node. May not apply to a given hint type.
  • Minimum State MinimumState <choices>
Require an NPC have a minimum state to use the hint.
  • Maximum State MaximumState <choices>
Require an NPC have a maximum state to use the hint.

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.
  • EnableHint
Enable hint.
  • DisableHint
Disable hint.

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.