NPC movement: Difference between revisions
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;<code>TASK_RUN_PATH_FLEE <[[unit]]s></code> | ;<code>TASK_RUN_PATH_FLEE <[[unit]]s></code> | ||
:Run this many units. Won't set a goal though, so use it in conjunction with another task. | :Run this many units. Won't set a goal though, so use it in conjunction with another task. | ||
;<code>TASK_WALK_PATH_TIMED <seconds></code> | ;<code>TASK_WALK_PATH_TIMED <float:seconds></code> | ||
;<code>TASK_RUN_PATH_TIMED <seconds></code> | ;<code>TASK_RUN_PATH_TIMED <float:seconds></code> | ||
:Wait this many seconds, ''then'' move. | :Wait this many seconds, ''then'' move. Seems broken? | ||
=== Utility === | === Utility === | ||
Revision as of 09:20, 7 April 2008
This is a list of important components of an NPC movement schedule and task. One day it may end up as a full tutorial.
Schedule tasks
All of these tasks can be found in CAI_BaseNPC::StartTask().
Find targets
TASK_GET_PATH_TO_PLAYER- Sets the NPC's goal to the player's location at the time of calculation.
Walk/Run path
TASK_WALK_PATHTASK_RUN_PATHTASK_WALK_PATH_FOR_UNITS <units>TASK_RUN_PATH_FOR_UNITS <units>TASK_WALK_PATH_WITHIN_DIST <units>TASK_RUN_PATH_WITHIN_DIST <units>- Basic movement tasks.
WITHIN_DISTare useful when the target itself isn't accessible, e.g. is an entity's origin. TASK_RUN_PATH_FLEE <units>- Run this many units. Won't set a goal though, so use it in conjunction with another task.
TASK_WALK_PATH_TIMED <float:seconds>TASK_RUN_PATH_TIMED <float:seconds>- Wait this many seconds, then move. Seems broken?
Utility
TASK_WAIT_FOR_MOVEMENT- Has the NPC wait for any previously-initiated movement to complete before starting the next task or changing schedule. Only your specified interrupts will stop it from moving. Very important!
TASK_SET_ROUTE_SEARCH_TIME <seconds>- Maximum time to spend building a route. The schedule will fail if it is overrun. Remember that different CPU speeds will give different results - don't use it except as a fail-safe.
Task functions
Basic movement functions.
SetArrivalDirection( vector || qangle || CBaseEntity )- The direction to face on arrival at the task goal. The NPC will probably begin turning shortly before arrival.
Tip:If a CBaseEntityis passed the NPC will turn to look at it. To use an entity's angles themselves, callGetAbsAngles().
GetTacticalServices()->
Combat movement functions.