Aiscripted schedule: Difference between revisions
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*[[scripted_sequence]] | *[[scripted_sequence]] | ||
*[[Assaults]] (for combat) | *[[Assaults]] (for combat) | ||
*[[npc_citizen_fleeing]] - A prefab that demonstrates scheduled behavior. | |||
[[category:AI]] | [[category:AI]] | ||
[[category:Entities]] | [[category:Entities]] |
Revision as of 17:47, 30 August 2006
Entity Description
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
Literal Value Description 0 <None> 1 Set state to IDLE 2 Set state to ALERT 3 Set state to COMBAT
- schedule
- <choices> Schedule to run
Literal Value Description 0 <None> 1 Walk to Goal Entity 2 Run to Goal Entity 3 Set enemy to Goal Entity 4 Walk Goal Path 5 Run Goal Path 6 Set enemy to Goal Entity AND Run to Goal Entity
- interruptability
- <choices>
Literal Value Description 0 General 1 Damage or Death 2 Death
- goalent
- <target_destination> Provides the name of a schedule-specific goal entity. (See the shedule (Schedule to run) keyvalue.)
Flags
- 4 : Repeatable
- 1024 : Search Cyclically
- 2048 : Don't Complain
Inputs
- Template:I targetname
- 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
See also
- scripted_sequence
- Assaults (for combat)
- npc_citizen_fleeing - A prefab that demonstrates scheduled behavior.