Creating an interaction: Difference between revisions

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(Explanation of Interactions)
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Interactions are messages that are transmitted between NPCs, such as allowing one NPC to dodge an attack, or to fly in a specific direction and set a certain state when kicked.
Interactions are messages that are transmitted between NPCs, such as allowing one NPC to dodge an attack, or to fly in a specific direction and set a certain state when kicked.
== Declaration ==
== 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 <code>src\dlls\hl2_dll\AI_Interactions.h</code>. Here's an example name for an activity: '''g_interactionVortigauntKick'''.
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 <code>src\dlls\hl2_dll\AI_Interactions.h</code>. Here's an example name for an activity: '''g_interactionVortigauntKick'''.

Latest revision as of 21:00, 8 May 2010

Interactions are messages that are transmitted between NPCs, such as allowing one NPC to dodge an attack, or to fly in a specific direction and set a certain state when kicked.

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.pngNote: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