Aiscripted schedule: Difference between revisions
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(Formated the choice tables, added numbers for flags, and stuff.) |
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{{wrongtitle|title=aiscripted_schedule}} | {{wrongtitle|title=aiscripted_schedule}} | ||
==Entity Description== | ==Entity Description== | ||
Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a scripted_sequence does. | Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a [[scripted_sequence]] does. | ||
==Keyvalues== | ==Keyvalues== | ||
* {{kv targetname}} | * {{kv targetname}} | ||
* '''m_iszEntity''' | * '''m_iszEntity''' | ||
: <target_destination> The name or classname of an NPC to use. | : <target_destination> The name or classname of an NPC to use. | ||
* '''m_flRadius''' | * '''m_flRadius''' | ||
: <integer> Radius to search within for an NPC to use. 0 searches everywhere. | : <integer> Radius to search within for an NPC to use. 0 searches everywhere. | ||
* '''graball''' | * '''graball''' | ||
: {{boolean}} Whether to grab all matching NPCs in the specified radius, instead of just one | : {{boolean}} Whether to grab all matching NPCs in the specified radius, instead of just one. | ||
* '''forcestate''' | * '''forcestate''' | ||
: <choices> AI state to set | : <choices> AI state to set | ||
: | :{| | ||
! Literal Value || Description | |||
|- | |||
| 0 || <None> | |||
|- | |||
| 1 || Set state to IDLE | |||
|- | |||
| 2 || Set state to ALERT | |||
|- | |||
| 3 || Set state to COMBAT | |||
|} | |||
* '''schedule''' | * '''schedule''' | ||
: <choices> Schedule to run | : <choices> Schedule to run | ||
: | :{| | ||
! Literal Value || Description | |||
|- | |||
| 0 || <None> | |||
|- | |||
| 1 || Walk to Goal Entity | |||
|- | |||
| 2 || Run to Goal Entity | |||
|- | |||
| 3 || Set enemy to Goal Entity | |||
|- | |||
| 4 || Walk Goal Path | |||
|- | |||
| 5 || Run Goal Path | |||
|- | |||
| 6 || Set enemy to Goal Entity AND Run to Goal Entity | |||
|} | |||
* '''interruptability''' | * '''interruptability''' | ||
: <choices> | : <choices> | ||
: | :{| | ||
! Literal Value || Description | |||
|- | |||
| 0 || General | |||
|- | |||
| 1 || Damage or Death | |||
|- | |||
| 2 || Death | |||
|} | |||
* '''goalent''' | * '''goalent''' | ||
: <target_destination> Provides the name of a schedule-specific goal entity ( | : <target_destination> Provides the name of a schedule-specific goal entity. (See the ''shedule'' (''Schedule to run'') keyvalue.) | ||
==Flags== | ==Flags== | ||
* Repeatable | * 4 : Repeatable | ||
* Search Cyclically | * 1024 : Search Cyclically | ||
* Don't Complain | * 2048 : Don't Complain | ||
==Inputs== | ==Inputs== | ||
* {{i targetname}} | * {{i targetname}} | ||
* '''StartSchedule''' | * '''StartSchedule''' | ||
: Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule. | : Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule. | ||
==Outputs== | ==Outputs== | ||
* {{o targetname}} | * {{o targetname}} | ||
==See also== | ==See also== | ||
*[[scripted_sequence]] | *[[scripted_sequence]] | ||
*[[Assaults]] (for combat) | *[[Assaults]] (for combat) | ||
[[category:AI]] | |||
[[category:Entities]] |
Revision as of 10:22, 16 March 2006
Entity Description
Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a scripted_sequence does.
Keyvalues
- Template:Kv targetname
- m_iszEntity
- <target_destination> The name or classname of an NPC to use.
- m_flRadius
- <integer> Radius to search within for an NPC to use. 0 searches everywhere.
- graball
- <boolean> Whether to grab all matching NPCs in the specified radius, instead of just one.
- forcestate
- <choices> AI state to set
Literal Value Description 0 <None> 1 Set state to IDLE 2 Set state to ALERT 3 Set state to COMBAT
- schedule
- <choices> Schedule to run
Literal Value Description 0 <None> 1 Walk to Goal Entity 2 Run to Goal Entity 3 Set enemy to Goal Entity 4 Walk Goal Path 5 Run Goal Path 6 Set enemy to Goal Entity AND Run to Goal Entity
- interruptability
- <choices>
Literal Value Description 0 General 1 Damage or Death 2 Death
- goalent
- <target_destination> Provides the name of a schedule-specific goal entity. (See the shedule (Schedule to run) keyvalue.)
Flags
- 4 : Repeatable
- 1024 : Search Cyclically
- 2048 : Don't Complain
Inputs
- Template:I targetname
- StartSchedule
- Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule.
Outputs
See also
- scripted_sequence
- Assaults (for combat)