Aiscripted schedule: Difference between revisions
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==Keyvalues== | ==Keyvalues== | ||
* | * {{kv targetname}} | ||
* '''m_iszEntity''' | * '''m_iszEntity''' | ||
: <target_destination> The name or classname of an NPC to use. | : <target_destination> The name or classname of an NPC to use. | ||
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==Inputs== | ==Inputs== | ||
* | * {{i targetname}} | ||
* '''StartSchedule''' | * '''StartSchedule''' | ||
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==Outputs== | ==Outputs== | ||
* | * {{o targetname}} | ||
[[category:AI]] | [[category:AI]] | ||
[[category:Entities]] | [[category:Entities]] |
Revision as of 21:07, 9 July 2005
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.
Keyvalues
- Template:Kv targetname
- m_iszEntity
- <target_destination> The name or classname of an NPC to use.
- m_flRadius
- <integer> Radius to search within for an NPC to use. 0 searches everywhere.
- graball
- <boolean> Whether to grab all matching NPCs in the specified radius, instead of just one
- forcestate
- <choices> AI state to set
- <None>
- Set state to IDLE
- Set state to ALERT
- Set state to COMBAT
- schedule
- <choices> Schedule to run
- <None>
- Walk to Goal Entity
- Run to Goal Entity
- Set enemy to Goal Entity
- Walk Goal Path
- Run Goal Path
- Set enemy to Goal Entity AND Run to Goal Entity
- interruptability
- <choices>
- General
- Damage or Death
- Death
- goalent
- <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')
Flags
- Repeatable
- Search Cyclically
- Don't Complain
Inputs
- 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.