Aiscripted schedule: Difference between revisions

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m (→‎Flags: descriptions)
m (→‎Keyvalues: fixed datatype)
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: <target_destination> The name or classname of an NPC to use.
: <target_destination> The name or classname of an NPC to use.
* '''m_flRadius'''
* '''m_flRadius'''
: <integer> Radius to search within for an NPC to use. 0 searches everywhere.
: <float> Radius to search within for an NPC to use. 0 searches everywhere.
* '''graball'''
* '''graball'''
: {{boolean}} Whether to grab all matching NPCs in the specified radius, instead of just one.
: {{boolean}} Whether to grab all matching NPCs in the specified radius, instead of just one.

Revision as of 08:58, 1 October 2006

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Entity Description

Aiscripted schedule.png

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

<target_destination> The name or classname of an NPC to use.
  • m_flRadius
<float> 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
Cycle through the entity list to find entities. Next time a search is done, it starts where it left off.
  • 2048 : Don't Complain
If set, the following messages will be suppressed:
  • Found <entity>, but can't play!
  • ScheduledMoveToGoalEntity to goal entity <entity> failed
    Can't execute script <this>
  • ScheduledFollowPath to goal entity <entity> failed
    Can't execute script <this>

Inputs

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