Ai goal operator: Difference between revisions

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(updates)
(→‎Inputs: |prel4d=1)
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{{IO|SetStateFinished|Fire this input when the NPC has completed the interaction with this object.}}
{{IO|SetStateFinished|Fire this input when the NPC has completed the interaction with this object.}}
{{I EnableDisable}}
{{I EnableDisable}}
{{I BaseEntity|base=1}}
{{I BaseEntity|base=1|prel4d=1}}


==Outputs==
==Outputs==

Revision as of 14:34, 7 September 2018

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Template:Hl2 point It indicates items in the world that some NPCs may operate upon.

C++ In code, it is represented by theCAI_OperatorGoalclass, defined in theai_behavior_operator.cppfile.

Keyvalues

Actor to affect (actor) ([todo internal name (i)]) <target_name_or_class>
NPC that should perform this operation.
Position entity (target) ([todo internal name (i)]) <targetname>
Name of the entity that the NPC should move to in order to perform the operation.
Context target (contexttarget) ([todo internal name (i)]) <targetname>
(Optional) Name of an entity that the operator will use within context.
Initial State (state) ([todo internal name (i)]) <choices>
How the operated entity starts.
  • 1: Not ready (closed, locked, etc)
  • 2: Ready (open and accessible)
How should NPC approach? (moveto) ([todo internal name (i)]) <choices>
Confirm:Not implemented?
  • 0: DO NOT USE THIS SETTING
  • 1: Walk
  • 2: Run
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Inputs

Activate
Begin operating on the object.
SetStateReady
Set the object's state to Ready. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.
SetStateFinished
Fire this input when the NPC has completed the interaction with this object.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.


Outputs

OnBeginApproach
Fired when the NPC begins to approach the position.
OnMakeReady
Fired when the item is ready to operate.
OnBeginOperating
Fired when the NPC is ready to operate.
OnFinished
Fired when SetStateFinished is sent to the entity.