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}} | ||
*'''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.
- ForceThisNPCToActBusy <ehandle>
- 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.
- ForceThisNPCToLeave <ehandle>
- 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.