Ai goal patrol: Difference between revisions
Jump to navigation
Jump to search

(Dark Messiah entity.) |
m (Use Template:dmmm point) |
||
Line 1: | Line 1: | ||
{{lang|Ai goal patrol}} | {{lang|Ai goal patrol}} | ||
{{ | {{dmmm point|ai_goal_patrol}} It is used to make NPCs patrol between [[info_node_hint]]s or make them wander around the map. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Movement type|intn=movetype|integer|How the NPC should move around while under the influence of this entity. | {{KV|Movement type|intn=movetype|integer|How the NPC should move around while under the influence of this entity. |
Revision as of 06:07, 18 May 2022


Template:Dmmm point It is used to make NPCs patrol between info_node_hints or make them wander around the map.
Keyvalues
- Movement type (movetype) <integer>
- How the NPC should move around while under the influence of this entity.
- 1: Walk
- 2: Run
- 3: Custom Move - Use Custom Animation
- Patrol Modes (patrolmode) <integer>
- Which patrol mode the NPC should use.
- 1: Idle
- 2: Wander Around
- 3: Node to Node Cycling
- 4: Node to Node Ping-Pong
- Radius for wander state (wanderradious) <float>
- The radius for which the NPC will find nodes to move to. Only used if
Patrol Modes
is set toWander Around
.
- Custom Move Animation (m_iszCustomMove) <string>
- Custom move animation to use for the NPC if
Movement type
is set toCustom Move
.
- Node 1 (goal1) to Node 15 (goal15) <targetname>
- Nodes the NPC will go to depending on the patrol mode. In
Wander Around
mode, Node 1 is used as the center of theRadius for wander state
keyvalue.
AI_GoalEntity:
- Actor(s) to affect (actor) <target_name_or_class>
- The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type (SearchType) <choices>
- What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active (StartActive) <boolean>
- Set if goal should be active immediately.
Inputs
AI_GoalEntity:
- Activate
- Make the goal active if it wasn't already. NPCs will begin taking orders.
- Deactivate
- Make goal inactive.
- UpdateActors !FGD
- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]