Template:I BaseActbusyGoal: Difference between revisions

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(The common inputs for ai_goal_actbusy and ai_goal_actbusy_queue.)
 
m (Robot: fixing template case.)
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{{i targetname}}
{{I Targetname}}
*'''Activate'''
*'''Activate'''
: Begin acting busy. Begins ordering NPCs to actbusy.
: Begin acting busy. Begins ordering NPCs to actbusy.

Revision as of 19:37, 19 January 2009

  • Activate
Begin acting busy. Begins ordering NPCs to actbusy.
  • Deactivate
Cease acting busy. Ends ordering NPCs to actbusy. They will remain busy until they decide/are ordered to move, at which point they will return to normal behavior.
  • ForceNPCToActBusy <string>
Format: <targetname> [hint node targetname] [teleport] [nearest] [$<custom activity or sequence>] [max time]
Force an NPC to act busy.
The targetname parameter specifies the name of the NPC(s).
The hint node targetname parameter specifies the name of the Hint node. Used to force an NPC to act busy on a specific node. If no hint node targetname is specified, it'll search for a random one.
If the teleport keyword is specified as a parameter, the NPC will teleport onto the actbusy node instead of navigating to it.
If the nearest keyword is specified as a parameter, the NPC will choose the nearest valid actbusy node, instead of choosing one randomly from all valid actbusy nodes.
The max time parameter specifies the maximum time to actbusy. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC(s) act busy until disturbed.
The $customactivityorsequence parameter specifies the name of a custom activity, prepended by a "$", that the NPC(s) will preform while navigating to the node, e.g. $ACT_RUN will make the NPC(s) run to the node. Sequence names can be used instead of activities.
Force a parameter-specified NPC (outputted from another entity) to act busy. Only usable from an output that specifies an entity, as a connection for outputs of other entities that pass along the NPC. The most common usage of this is to connect the OnSpawnNPC output of an npc_maker to this input, since the OnSpawnNPC output contains the spawned NPC in the parameter. If there are multiple NPCs with the same name, only one will be ordered.
Force a parameter-specified NPC (outputted from another entity) to find an NPC exit point (HINT_NPC_EXIT_POINT hintnode) and vanish. Supports wildcards.
  • SetBusySearchRange <float>
Alters the busysearchrange keyvalue for all actors.