Ai script conditions: Difference between revisions

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m (Added to Category:Entities. Thanks for the cleanup, ts2do!)
m (ep1 add)
Line 9: Line 9:


* {{kv targetname}}
* {{kv targetname}}
* {{kv enabledisable}}


* '''Actor'''
* '''Actor'''
:<target_destination> NPC Target
:<target_destination> NPC Target
* '''StartDisabled'''
: {{boolean}}


* '''MinimumState'''
* '''MinimumState'''
Line 90: Line 89:
* '''PlayerBlockingActor'''
* '''PlayerBlockingActor'''
: {{boolean}} Checks that the player is blocking the Actor's path
: {{boolean}} Checks that the player is blocking the Actor's path
 
* '''{{ep1 add|ActorInPVS}}'''
: <choices> Checks that the actor is in the player's PVS
:{|
! Literal Value || Description
|-
| 0 || No
|-
| 1 || Yes
|-
| 2 || Don't care
|}
==Flags==
* {{ep1 add|1 : Fire outputs with the Actor as Activator}}
==Inputs==
==Inputs==
* {{i targetname}}
* {{i targetname}}
Line 101: Line 112:
* '''OnConditionsTimeout'''
* '''OnConditionsTimeout'''
:Fires when AI conditions timed out
:Fires when AI conditions timed out
 
* '''{{ep1 add|NoValidActor}}'''
: Fires if/when there are no matching actors in the map.
[[Category:AI]][[Category:Entities]]
[[Category:AI]][[Category:Entities]]

Revision as of 11:44, 6 August 2006

Template:Wrongtitle

Entity Description

The keyvalues for this entity allow a mapper to define a list of conditions relating to the player, an NPC and a target (optional), to trigger events when these conditions are fulfilled.

For an example of its use, see d2_coast_03 (when Odessa gives Gordon the rocket launcher).

Keyvalues

  • Actor
<target_destination> NPC Target
  • MinimumState
<choices>
Literal Value Description
1 Idle
2 Alert
3 Combat
  • MaximumState
<choices>
Literal Value Description
1 Idle
2 Alert
3 Combat
  • ScriptStatus
<boolean> Actor is running a script?
  • RequiredTime
<float> Duration of time that all the conditions must be true
  • MinTimeout
<float> Minimum time before OnConditionsTimeout is fired. 0 = never expire
  • MaxTimeout
<float> Maximum time before OnConditionsTimeout is fired. 0 = ignore
  • ActorSeePlayer
<boolean>
  • PlayerActorProximity
<float> The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
  • 'PlayerActorFOV
<float> Specify angle of view cone in degrees. Negative value = NOT
  • PlayerActorFOVTrueCone
<choices> Player's view cone is evaluated as a true cone, not pie slice
  • PlayerActorLOS
<boolean> Checks that the player has clear Line of Sight to the Actor
  • target
<target_destination> Optional entity to include in conditions
  • ActorSeeTarget
<boolean>
  • ActorTargetProximity
<float> The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
  • PlayerTargetProximity
<float> The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
  • PlayerTargetFOV
<float> Specify angle of view cone in degrees. Negative value = NOT
  • PlayerTargetFOVTrueCone
<boolean> Player's view cone is evaluated as a true cone, not pie slice
  • PlayerTargetLOS
<boolean> Checks that the player has clear Line of Sight to the Target
  • PlayerBlockingActor
<boolean> Checks that the player is blocking the Actor's path
<choices> Checks that the actor is in the player's PVS
Literal Value Description
0 No
1 Yes
2 Don't care

Flags

Inputs

Outputs

Fires when AI conditions satisfied
  • OnConditionsTimeout
Fires when AI conditions timed out
Fires if/when there are no matching actors in the map.