Ai script conditions: Difference between revisions
		
		
		
		
		
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| m (→Keyvalues) | m (Robot: fixing template case.) | ||
| Line 89: | Line 89: | ||
| * '''PlayerBlockingActor''' | * '''PlayerBlockingActor''' | ||
| : {{boolean}} Checks that the player is blocking the Actor's path. | : {{boolean}} Checks that the player is blocking the Actor's path. | ||
| * '''{{ | * '''{{EP1 add|ActorInPVS}}''' | ||
| : <choices> Checks that the actor is in the player's [[PVS]]. | : <choices> Checks that the actor is in the player's [[PVS]]. | ||
| :{| | :{| | ||
| Line 102: | Line 102: | ||
| ==Flags== | ==Flags== | ||
| * {{ | * {{EP1 add|1 : Fire outputs with the Actor as Activator}} | ||
| ==Inputs== | ==Inputs== | ||
| * {{i targetname}} | * {{i targetname}} | ||
| Line 113: | Line 113: | ||
| * '''OnConditionsTimeout''' | * '''OnConditionsTimeout''' | ||
| :Fires when AI conditions timed out | :Fires when AI conditions timed out | ||
| * '''{{ | * '''{{EP1 add|NoValidActor}}''' | ||
| : Fires if/when there are no matching actors in the map. | : Fires if/when there are no matching actors in the map. | ||
| [[Category:AI]][[Category:Entities]] | [[Category:AI]][[Category:Entities]] | ||
Revision as of 19:18, 19 January 2009
Entity Description
The keyvalues for this entity allow a mapper to define a list of conditions relating to the player, an NPC and a target (optional), to trigger events when these conditions are fulfilled.
For an example of its use, see d2_coast_03 (when Odessa gives Gordon the rocket launcher).
Keyvalues
- Actor
- <target_destination> NPC Target
- MinimumState
- <choices>
- Literal Value - Description - 1 - Idle - 2 - Alert - 3 - Combat 
- MaximumState
- <choices>
- Literal Value - Description - 1 - Idle - 2 - Alert - 3 - Combat 
- ScriptStatus
- <boolean> Actor is running a script?
- RequiredTime
- <float> Duration of time that all the conditions must be true.
- MinTimeout
- <float> Minimum time before OnConditionsTimeout is fired. 0 = never expire.
- MaxTimeout
- <float> Maximum time before OnConditionsTimeout is fired. 0 = ignore.
- ActorSeePlayer
- <boolean>
- PlayerActorProximity
- <float> The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
- PlayerActorFOV
- <float> Specify angle of View Cone in degrees. Negative value = NOT.
- PlayerActorFOVTrueCone
- <choices> Player's View Cone is evaluated as a true cone, not pie slice.
- PlayerActorLOS
- <boolean> Checks that the player has clear Line of Sight to the Actor.
- target
- <target_destination> Optional entity to include in conditions.
- ActorSeeTarget
- <boolean>
- ActorTargetProximity
- <float> The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
- PlayerTargetProximity
- <float> The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
- PlayerTargetFOV
- <float> Specify angle of View Cone in degrees. Negative value = NOT.
- PlayerTargetFOVTrueCone
- PlayerTargetLOS
- <boolean> Checks that the player has clear Line of Sight to the Target.
- PlayerBlockingActor
- <boolean> Checks that the player is blocking the Actor's path.
- ActorInPVS (in all games since  ) )
- <choices> Checks that the actor is in the player's PVS.
- Literal Value - Description - 0 - No - 1 - Yes - 2 - Don't care 
Flags
- 1 : Fire outputs with the Actor as Activator (in all games since  ) )
Inputs
Outputs
- Template:O targetname
- OnConditionsSatisfied
- Fires when AI conditions satisfied
- OnConditionsTimeout
- Fires when AI conditions timed out
- NoValidActor (in all games since  ) )
- Fires if/when there are no matching actors in the map.