AI NavGoal t: Difference between revisions

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The '''<code>AI_NavGoal_t</code>''' structure is used to encapsulate a navigation request. It has five constructors, which accept varying destination parameters:
#Unspecified goal/location
#<code>[[Vector]]</code> destination
#<code>Vector</code> destination and <code>[[GoalType_t]]</code>
#<code>[[AI_PathNode_t]]</code> destination
#<code>AI_PathNode_t</code> destination and <code>GoalType_t</code>
==Parameters==
==Parameters==


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;<code>[[Activity]] activity</code>
;<code>[[Activity]] activity</code>
:The activity to use when moving.
:The activity to use when moving. Overwritten by all of Valve's stock movement tasks except <code>TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET</code>, so not useful unless you're using either that task or one of your own making.
;<code>[[Activity]] arrivalActivity</code>
;<code>[[Activity]] arrivalActivity</code>
;<code>[[int]] arrivalSequence</code>
;<code>[[int]] arrivalSequence</code>
:The activity or [[sequence]] to play on arriving at the goal.
:The activity or [[sequence]] to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks.
;<code>[[float]] tolerance</code>
;<code>[[float]] tolerance</code>
:When the NPC reaches this distance from the goal, it will stop. Useful for targets within entities - e.g. a collidable model's origin.  
:When the NPC reaches this distance from the goal, it will stop. Useful for targets within entities - e.g. a collidable model's origin.  

Revision as of 04:06, 12 April 2008

Parameters

Alongside the parameters in the list above:

Activity activity
The activity to use when moving. Overwritten by all of Valve's stock movement tasks except TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET, so not useful unless you're using either that task or one of your own making.
Activity arrivalActivity
int arrivalSequence
The activity or sequence to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks.
float tolerance
When the NPC reaches this distance from the goal, it will stop. Useful for targets within entities - e.g. a collidable model's origin.
AI_NavGoalFlags_t flags
Movement flags - click link for detail.
CBaseEntity* pTarget
"The target of the navigation, primarily used to ignore the entity in hull and line traces".
float maxInitialSimplificationDist
How far to simplify the path. Game default sets the minimum.
Todo: What is simplification?