Creating an interaction: Difference between revisions
		
		
		
		
		
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 Note:An interaction should only be declared in one NPC's
Note:An interaction should only be declared in one NPC's 
		
	
| m (Reverted edit of BocroLtatr, changed back to last version by JeffLane) | m (Robot: fixing template case.) | ||
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| == Implementation == | == Implementation == | ||
| {{ | {{TODO|Implementation}} | ||
| {{navbar|Creating a squadslot|Creating an NPC|Creating a schedule}} | {{navbar|Creating a squadslot|Creating an NPC|Creating a schedule}} | ||
| [[Category:AI Programming]] | [[Category:AI Programming]] | ||
Revision as of 20:16, 19 January 2009
Declaration
The first step to creating an interaction for your NPC is to create a name for it and add it to the "Interactions" section as well as adding it to src\dlls\hl2_dll\AI_Interactions.h. Here's an example name for an activity: g_interactionVortigauntKick.
Once the activity is added, you must use the DECLARE_INTERACTION macro in the AI_BEGIN_CUSTOM_NPC section.
Here's an example of the DECLARE_INTERACTION code:
DECLARE_INTERACTION( g_interactionExample )
 Note:An interaction should only be declared in one NPC's
Note:An interaction should only be declared in one NPC's AI_BEGIN_CUSTOM_NPC section, regardless of how many NPCs utilize it.Implementation
Todo: Implementation