Ai goal actbusy: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Added a link.)
m (Templated the keyvalues.)
Line 9: Line 9:


==Keyvalues==
==Keyvalues==
* {{kv targetname}}
* {{KV BaseActbusyGoal}}
* '''actor'''
: <target_name_or_class> Actor(s) to affect - The targetname or classname of any NPCs that is to act busy. Wildcards are supported.
* '''StartActive'''
: <boolean> Start Active
* '''SearchType'''
: <choices> Search Type - What type of targetname the ''actor'' keyvalue is refering to.
:{|
!Literal value!!Description
|-
| 0 || Entity Name
|-
| 1 || Classname
|}
* '''busysearchrange'''
: <float> Search Range for Busy Hints - Maximum distance between an actbusy hint and NPC for the NPC to consider it.
* '''visibleonly'''
: <boolean> Visible Busy Hints Only - If set, an NPC will only consider actbusy hints in view when deciding which to use. Once the choice has been made it will not change, even if new hints become visible.
<!--All these keyvalues should be templated. They all occur in [[ai_goal_actbusyqueue]] too.--->


<!--This entity has no flags.--->
<!--This entity has no flags.--->

Revision as of 02:00, 6 April 2006

Template:Wrongtitle

Entity Description

This entity points to a set of NPCs to control, and contains options about how it should go about making those NPCs act busy. There are two common methods of using ai_goal_actbusy entities:

The first is to fire the Activate input on the ai_goal_actbusy entity, which will cause it to start ordering the NPCs under its command to act busy.

The second is to leave the ai_goal_actbusy inactive, and send it ForceNPCToActBusy inputs to order specific NPCs under its command to act busy.

Keyvalues

  • AI_ActBusyGoal:
Search Range for Busy Hints (busysearchrange) <float>
Maximum distance between an actbusy hint and NPC for the NPC to consider it.
Visible Busy Hints Only (visibleonly) <boolean>
If set, an NPC will only consider actbusy hints in view when deciding which to use. Once the choice has been made it will not change, even if new hints become visible.
Actbusy Type (type) <choices>
Is this Actbusy part of combat? For use with Combat Safe Zone.
  • 0: Default (Standard)
  • 1: Combat
Allow actor to teleport? (allowteleport) <boolean>
Sight Entity (seeentity) <targetname>
Optionally, if the Actor playing the ActBusy loses sight of this specified entity for an amount of time defined by Sight Entity Timeout, the specified entity will leave the ActBusy.
Note.pngNote:Only targetnames are allowed, not classnames!
Sight Entity Timeout (seeentitytimeout) <float>
Time in seconds to wait for an Actor to see the Sight Entity again before the entity may leave the ActBusy.
Sight Enemy Method (sightmethod) <choices>
How to determine if the Actor sees the Sight Entity.
  • 0: Default. LOS -and- Viewcone.
  • 1: LOS Only. Disregard Viewcone.
Combat Safe Zone (safezone) <targetname>
Specify a brush entity to act as a safe zone if Actbusy Type is set to Combat. If any enemies are in the safe zone, the actbusy will break.
Todo: Will actors go back to the actbusy once enemies are dead? What if they leave the safe zone but are still alive?

Inputs

Begin acting busy. Begins ordering NPCs to actbusy.
  • Deactivate
Cease acting busy. Ends ordering NPCs to actbusy. They will remain busy until they decide to move, at which point they will return to normal behavior.
  • ForceNPCToActBusy <string>
Format: <targetname> [hint node targetname] [teleport] [nearest] [$<custom activity or sequence>] [max time]
Force an NPC to act busy.
The targetname parameter specifies the name of the NPC(s).
The hint node targetname parameter specifies the name of the Hint node. Used to force an NPC to act busy on a specific node. If no hint node targetname is specified, it'll search for a random one.
If the teleport keyword is specified as a parameter, the NPC will teleport onto the actbusy node instead of navigating to it.
If the nearest keyword is specified as a parameter, the NPC will choose the nearest valid actbusy node, instead of choosing one randomly from all valid actbusy nodes.
The max time parameter specifies the maximum time to actbusy. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC(s) act busy until disturbed.
The $customactivityorsequence parameter specifies the name of a custom activity, prepended by a "$", that the NPC(s) will preform while navigating to the node, e.g. $ACT_RUN will make the NPC(s) run to the node. Sequence names can be used instead of activities.
Force a parameter-specified NPC (outputted from another entity) to act busy. Only usable from an output that specifies an entity, as a connection for outputs of other entities that pass along the NPC. The most common usage of this is to connect the OnSpawnNPC output of an npc_maker to this input, since the OnSpawnNPC output contains the spawned NPC in the parameter. If there are multiple NPCs with the same name, only one will be ordered.
Force a parameter-specified NPC (outputted from another entity) to find an NPC exit point (HINT_NPC_EXIT_POINT hintnode) and vanish. Supports wildcards.
  • SetBusySearchRange <float>
Alters the busysearchrange keyvalue for all actors.

Outputs

Fired when an NPC targeted by this goal finishes an ActBusy animation sequence.
Fired when an NPC targeted by this goal, ordered by the ForceThisNPCToLeave input, finishes its forced leave.
Fired when an NPC targeted by this goal starts an ActBusy animation sequence.

See Also