Ai goal lead: Difference between revisions
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{{wrongtitle|title=ai_goal_lead}} | {{wrongtitle|title=ai_goal_lead}} | ||
== | ==Entity Description== | ||
'''Entity Name:''' ai_goal_lead | |||
AI Goal Lead | AI Goal Lead | ||
==Keys== | ==Entity Values== | ||
===Keys=== | |||
'''Name''' targetname <target_source> The name that other entities refer to this entity by. | * '''Name''' ''targetname <target_source>'' | ||
: The name that other entities refer to this entity by. | |||
'''Actor(s) to affect''' actor <target_name_or_class> | * '''Actor(s) to affect''' ''actor <target_name_or_class>'' | ||
* '''Target Entity''' ''goal <string>'' | |||
* '''Point to wait at if the target's not visible.''' ''WaitPointName <target_destination>'' | |||
* '''Wait until player gets this close.''' ''WaitDistance <float>'' | |||
* '''Lead Distance.''' ''LeadDistance <float>'' | |||
: The player is considered to be lagging if he's beyond this distance. | |||
''' | * '''Run instead of Walk''' ''Run <choices>'' | ||
* '''Retrieve player?''' ''Retrieve <choices>'' | |||
* '''Attract player concept modifier''' ''AttractPlayerConceptModifier <string>'' | |||
* '''Player wait over concept modifier''' ''WaitOverConceptModifier <string>'' | |||
* '''Arrival concept modifier''' ''ArrivalConceptModifier <string>'' | |||
* '''Post-arrival concepts modifier''' ''PostArrivalConceptModifier <string>'' | |||
* '''Success concept modifier''' ''SuccessConceptModifier <string>'' | |||
* '''Failure concept modifier''' ''FailureConceptModifier <string>'' | |||
* '''spawnflags''' ''spawnflags <flags>'' | |||
* '''Search Type''' ''SearchType <choices>'' | |||
: How to search for the entities using the targetname. | |||
===Inputs=== | |||
''' | * '''Kill''' | ||
: Removes this entity from the world. | |||
''' | * '''KillHierarchy''' | ||
: Removes this entity and all its children from the world. | |||
''' | * '''AddOutput <string>''' | ||
: 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. | |||
''' | * '''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. | |||
''' | * '''Activate''' | ||
: Begin the leading behavior | |||
''' | * '''Deactivate''' | ||
: Stop the leading behavior | |||
''' | * '''SetSuccess''' | ||
: Notify success of leading | |||
''' | * '''SetFailure''' | ||
: Notify failure of leading | |||
===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. | |||
''' | * '''OnArrival''' | ||
: Fires when NPC reaches the lead point | |||
''' | * '''OnArrivalDone''' | ||
: Fires when NPC has played out any arrival speech | |||
''' | * '''OnSuccess''' | ||
: Fires when NPC achieves the goal | |||
''' | * '''OnFailure''' | ||
: Fires when NPC fails to achieves the goal | |||
''' | * '''OnDone''' | ||
: Fires when NPC completes behavior (any post-success or fail acting is complete) | |||
[[Category:AI]] | [[Category:AI]] | ||
[[Category:Entities]] | [[Category:Entities]] | ||
Revision as of 08:34, 9 July 2005
Entity Description
Entity Name: ai_goal_lead
AI Goal Lead
Entity Values
Keys
- Name targetname <target_source>
- The name that other entities refer to this entity by.
- Actor(s) to affect actor <target_name_or_class>
- Target Entity goal <string>
- Point to wait at if the target's not visible. WaitPointName <target_destination>
- Wait until player gets this close. WaitDistance <float>
- Lead Distance. LeadDistance <float>
- The player is considered to be lagging if he's beyond this distance.
- Run instead of Walk Run <choices>
- Retrieve player? Retrieve <choices>
- Attract player concept modifier AttractPlayerConceptModifier <string>
- Player wait over concept modifier WaitOverConceptModifier <string>
- Arrival concept modifier ArrivalConceptModifier <string>
- Post-arrival concepts modifier PostArrivalConceptModifier <string>
- Success concept modifier SuccessConceptModifier <string>
- Failure concept modifier FailureConceptModifier <string>
- spawnflags spawnflags <flags>
- Search Type SearchType <choices>
- How to search for the entities using the targetname.
Inputs
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
- AddOutput <string>
- 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.
- 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.
- Activate
- Begin the leading behavior
- Deactivate
- Stop the leading behavior
- SetSuccess
- Notify success of leading
- SetFailure
- Notify failure of leading
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.
- OnArrival
- Fires when NPC reaches the lead point
- OnArrivalDone
- Fires when NPC has played out any arrival speech
- OnSuccess
- Fires when NPC achieves the goal
- OnFailure
- Fires when NPC fails to achieves the goal
- OnDone
- Fires when NPC completes behavior (any post-success or fail acting is complete)