Ai goal actbusy queue: Difference between revisions

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(Reverted the redirect, writing a standard entity page.)
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#REDIRECT [[Actbusy]]
{{wrongtitle|title=ai_goal_actbusy_queue}}
 
==Entity Description==
 
{{todo|Move the description from [[Actbusy]], perhaps?}}
 
==Keyvalues==
<!--Template Begin-->
* {{kv targetname}}
* '''actor'''
: <target_name_or_class> Actor(s) to affect - NPC's that should act busy.
* '''StartActive'''
: <choices> Start Active
* '''SearchType'''
: <choices> Search Type - How to search for the entities using the targetname.
* '''busysearchrange'''
: <float> Search Range for Busy Hints
* '''visibleonly'''
: <choices> Visible Busy Hints Only
<!--Template End-->
* '''node_exit'''
: <target_destination> Exit Node - The name of the node the first NPC in the queue should move to when he leaves the head of the queue.
* '''node''01-20'''''
: <target_destination> Node ''1-20'' - The name of the ''n''th actbusy hint node in the queue.
* '''mustreachfront'''
: <choices> Must Reach Front - If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.
 
<!--This entity doesn't have any flags.-->
==Inputs==
* {{i targetname}}
* '''Activate'''
: Begin acting busy.
* '''Deactivate'''
: Cease acting busy.
* '''ForceNPCToActBusy'''
: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy> Force an NPC to act busy. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.
* '''ForceThisNPCToActBusy'''
: <string> Force an NPC outputted from another entity to act busy. Only usable from an output that specifies an entity.
* '''ForceThisNPCToLeave'''
: <string> Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.
* '''MoveQueueUp'''
: Force the queue to move up, sending the front-most NPC out of the queue.
* '''PlayerStartedBlocking'''
: <float> Tell the queue manager that the player has started blocking a spot in the queue.
* '''PlayerStoppedBlocking'''
: <float> Tell the queue manager that the player has stopped blocking a spot in the queue.
* '''SetBusySearchRange'''
: <float> Update the busy search range for all actors.
 
==Outputs==
* '''OnNPCStartedBusy'''
: <string> Fired when an NPC targeted by this goal starts an ActBusy animation.
* '''OnNPCFinishedBusy'''
: <string> Fired when an NPC targeted by this goal finishes an ActBusy.
* '''OnNPCLeft'''
: <string> Fired when an NPC target by this goal finishes a forced Leave.
* '''OnNPCStartedLeavingQueue'''
: <string> Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC.
* '''OnNPCLeftQueue'''
: <string> Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.
* '''OnQueueMoved'''
: <float> Fired when the queue moves. Outputs the number of NPCs left in the queue.
* {{o targetname}}
 
==See Also==
 
* [[Actbusy]]
 
[[Category:Entities]] [[Category:AI]]

Revision as of 06:27, 5 April 2006

Template:Wrongtitle

Entity Description

Todo: Move the description from Actbusy, perhaps?

Keyvalues

<target_name_or_class> Actor(s) to affect - NPC's that should act busy.
  • StartActive
<choices> Start Active
  • SearchType
<choices> Search Type - How to search for the entities using the targetname.
  • busysearchrange
<float> Search Range for Busy Hints
  • visibleonly
<choices> Visible Busy Hints Only
  • node_exit
<target_destination> Exit Node - The name of the node the first NPC in the queue should move to when he leaves the head of the queue.
  • node01-20
<target_destination> Node 1-20 - The name of the nth actbusy hint node in the queue.
  • mustreachfront
<choices> Must Reach Front - If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.

Inputs

Begin acting busy.
  • Deactivate
Cease acting busy.
  • ForceNPCToActBusy
<Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy> Force an NPC to act busy. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.
  • ForceThisNPCToActBusy
<string> Force an NPC outputted from another entity to act busy. Only usable from an output that specifies an entity.
  • ForceThisNPCToLeave
<string> Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.
  • MoveQueueUp
Force the queue to move up, sending the front-most NPC out of the queue.
  • PlayerStartedBlocking
<float> Tell the queue manager that the player has started blocking a spot in the queue.
  • PlayerStoppedBlocking
<float> Tell the queue manager that the player has stopped blocking a spot in the queue.
  • SetBusySearchRange
<float> Update the busy search range for all actors.

Outputs

  • OnNPCStartedBusy
<string> Fired when an NPC targeted by this goal starts an ActBusy animation.
  • OnNPCFinishedBusy
<string> Fired when an NPC targeted by this goal finishes an ActBusy.
  • OnNPCLeft
<string> Fired when an NPC target by this goal finishes a forced Leave.
  • OnNPCStartedLeavingQueue
<string> Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC.
  • OnNPCLeftQueue
<string> Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.
  • OnQueueMoved
<float> Fired when the queue moves. Outputs the number of NPCs left in the queue.

See Also