NPC movement: Difference between revisions
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;<code>WANDER <int|min_dist * 10000 + int|max_dist></code> | ;<code>WANDER <int|min_dist * 10000 + int|max_dist></code> | ||
:Pick a random location for a goal. The parameter is complex because it is actually two values forced into one. | :Pick a random location for a goal. The parameter is complex because it is actually two values forced into one. | ||
;<code>GET_PATH_TO_ENEMY_LOS</code> | |||
;<code>GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS</code> | |||
;<code>GET_FLANK_ARC_PATH_TO_ENEMY_LOS</code> | |||
;<code>GET_PATH_TO_ENEMY_LKP_LOS</code> | |||
:Various hostile-related goal selection tasks. | |||
;<code>FIND_COVER_FROM_BEST_SOUND</code> | |||
;<code>FIND_HINTNODE</code> | |||
;<code>FIND_LOCK_HINTNODE</code> | |||
=== Walk/Run | === Walk/Run === | ||
;<code>WALK_PATH</code> | ;<code>WALK_PATH</code> | ||
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;<code>RUN_PATH_TIMED <float|seconds></code> | ;<code>RUN_PATH_TIMED <float|seconds></code> | ||
:Wait this many seconds, ''then'' move. | :Wait this many seconds, ''then'' move. | ||
:{{bug|Seems to be broken | :{{bug|Seems to be broken.}} | ||
;<code>WEAPON_RUN_PATH</code> | ;<code>WEAPON_RUN_PATH</code> | ||
;<code>ITEM_RUN_PATH</code> | ;<code>ITEM_RUN_PATH</code> | ||
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;<code>SCRIPT_CUSTOM_MOVE_TO_TARGET</code> | ;<code>SCRIPT_CUSTOM_MOVE_TO_TARGET</code> | ||
:For scripted movement. | :For scripted movement. | ||
;<code>MOVE_TO_TARGET_RANGE</code> | |||
;<code>MOVE_TO_GOAL_RANGE</code> | |||
:Move within weapons range. Identical, except that one uses a goal while the other uses a target entity. | |||
;<code>GET_PATH_AWAY_FROM_BEST_SOUND</code> | |||
;<code>MOVE_AWAY_PATH</code> | |||
=== Turning/Facing === | |||
;<code>TURN_RIGHT</code> | |||
;<code>TURN_LEFT</code> | |||
;<code>FACE_ENEMY</code> | |||
;<code>FACE_PLAYER</code> | |||
;<code>FACE_HINTNODE</code> | |||
;<code>FACE_LASTPOSITION</code> | |||
;<code>FACE_SAVEPOSITION</code> | |||
;<code>FACE_AWAY_FROM_SAVEPOSITION</code> | |||
;<code>FACE_TARGET</code> | |||
;<code>FACE_IDEAL</code> | |||
;<code>FACE_SCRIPT</code> | |||
;<code>FACE_PATH</code> | |||
;<code>FACE_REASONABLE</code> | |||
=== SavePosition === | |||
;<code>STORE_POSITION_IN_SAVEPOSITION</code> | |||
;<code>STORE_BESTSOUND_IN_SAVEPOSITION</code> | |||
;<code>CLEAR_LASTPOSITION</code> | |||
;<code>STORE_LASTPOSITION</code> | |||
;<code>TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION</code> | |||
;<code>TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION</code> | |||
;<code>TASK_FIND_BACKAWAY_FROM_SAVEPOSITION</code> | |||
=== Utility === | === Utility === | ||
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;<code>SET_ROUTE_SEARCH_TIME <seconds></code> | ;<code>SET_ROUTE_SEARCH_TIME <seconds></code> | ||
: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. | :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. | ||
;<code>STOP_MOVING</code> | |||
:Like, ''duh.'' | |||
== Task functions == | == Task functions == |
Revision as of 11:38, 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()
. Their TASK_
prefixes have been removed for readability.
Find targets
GET_PATH_TO_PLAYER
- Sets the NPC's goal to the player's location at the time of calculation.
WANDER <int|min_dist * 10000 + int|max_dist>
- Pick a random location for a goal. The parameter is complex because it is actually two values forced into one.
GET_PATH_TO_ENEMY_LOS
GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS
GET_FLANK_ARC_PATH_TO_ENEMY_LOS
GET_PATH_TO_ENEMY_LKP_LOS
- Various hostile-related goal selection tasks.
FIND_COVER_FROM_BEST_SOUND
FIND_HINTNODE
FIND_LOCK_HINTNODE
Walk/Run
WALK_PATH
RUN_PATH
WALK_PATH_FOR_UNITS <units>
RUN_PATH_FOR_UNITS <units>
WALK_PATH_WITHIN_DIST <units>
RUN_PATH_WITHIN_DIST <units>
- Basic movement tasks.
WITHIN_DIST
are useful when the target itself isn't accessible, e.g. is an entity's origin. RUN_PATH_FLEE <units>
- Run this many units. Won't set a goal though, so use it in conjunction with another task.
WALK_PATH_TIMED <float|seconds>
RUN_PATH_TIMED <float|seconds>
- Wait this many seconds, then move.
Bug:Seems to be broken. [todo tested in ?]
WEAPON_RUN_PATH
ITEM_RUN_PATH
- Move to pick up a weapon or item; fail if it is picked up or otherwise removed.
SCRIPT_RUN_TO_TARGET
SCRIPT_WALK_TO_TARGET
SCRIPT_CUSTOM_MOVE_TO_TARGET
- For scripted movement.
MOVE_TO_TARGET_RANGE
MOVE_TO_GOAL_RANGE
- Move within weapons range. Identical, except that one uses a goal while the other uses a target entity.
GET_PATH_AWAY_FROM_BEST_SOUND
MOVE_AWAY_PATH
Turning/Facing
TURN_RIGHT
TURN_LEFT
FACE_ENEMY
FACE_PLAYER
FACE_HINTNODE
FACE_LASTPOSITION
FACE_SAVEPOSITION
FACE_AWAY_FROM_SAVEPOSITION
FACE_TARGET
FACE_IDEAL
FACE_SCRIPT
FACE_PATH
FACE_REASONABLE
SavePosition
STORE_POSITION_IN_SAVEPOSITION
STORE_BESTSOUND_IN_SAVEPOSITION
CLEAR_LASTPOSITION
STORE_LASTPOSITION
TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION
TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION
TASK_FIND_BACKAWAY_FROM_SAVEPOSITION
Utility
WAIT_FOR_MOVEMENT <float|seconds>
- Wait this long for any ongoing movement to complete (pass
0
to wait forever if necessary). A very common task. WAIT_FOR_MOVEMENT_STEP <float|seconds>
- Same as above, but fails if the goal is a cover location which a hostile has LOS to.
Tip:Given the name, Valve presumably intended this task to handle all sorts of "mid-stride" fails that didn't make good interrupts. This makes it a good place to add your own!
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.
STOP_MOVING
- Like, duh.
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
CBaseEntity
is passed the NPC will turn to look at it. To use an entity's angles themselves, callGetAbsAngles()
.
GetTacticalServices()->
Combat movement functions.