Ai goal operator: Difference between revisions
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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


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