Ai goal lead: Difference between revisions

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==ai_goal_lead==
[[category:AI]]
 
ai_goal_lead


AI Goal Lead
AI Goal Lead


KEYS
==Keys==
 
Name targetname <target_source> The name that other entities refer to this entity by.


Actor(s) to affect actor <target_name_or_class>  
'''Name''' targetname <target_source> The name that other entities refer to this entity by.


Target Entity goal <string>  
'''Actor(s) to affect''' actor <target_name_or_class>  


Point to wait at if the target's not visible. WaitPointName <target_destination>  
'''Target Entity''' goal <string>  


Wait until player gets this close. WaitDistance <float>  
'''Point to wait at if the target's not visible.''' WaitPointName <target_destination>  


Lead Distance. LeadDistance <float> The player is considered to be lagging if he's beyond this distance.
'''Wait until player gets this close.''' WaitDistance <float>  


Run instead of Walk Run <choices>  
'''Lead Distance.''' LeadDistance <float> The player is considered to be lagging if he's beyond this distance.


Retrieve player? Retrieve <choices>  
'''Run instead of Walk''' Run <choices>  


Attract player concept modifier AttractPlayerConceptModifier <string>  
'''Retrieve player?''' Retrieve <choices>  


Player wait over concept modifier WaitOverConceptModifier <string>  
'''Attract player concept modifier''' AttractPlayerConceptModifier <string>  


Arrival concept modifier ArrivalConceptModifier <string>  
'''Player wait over concept modifier''' WaitOverConceptModifier <string>  


Post-arrival concepts modifier PostArrivalConceptModifier <string>  
'''Arrival concept modifier''' ArrivalConceptModifier <string>  


Success concept modifier SuccessConceptModifier <string>  
'''Post-arrival concepts modifier''' PostArrivalConceptModifier <string>  


Failure concept modifier FailureConceptModifier <string>  
'''Success concept modifier''' SuccessConceptModifier <string>  


spawnflags spawnflags <flags>  
'''Failure concept modifier''' FailureConceptModifier <string>  


Search Type SearchType <choices> How to search for the entities using the targetname.
'''spawnflags''' spawnflags <flags>  


'''Search Type''' SearchType <choices> How to search for the entities using the targetname.


INPUTS
==Inputs==


Kill Removes this entity from the world.
'''Kill''' Removes this entity from the world.


KillHierarchy Removes this entity and all its children from the world.
'''KillHierarchy''' Removes this entity and all its children from the world.


AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
'''AddOutput <string>''' Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.


FireUser1 Causes this entity's OnUser1 output to be fired.
'''FireUser1''' Causes this entity's OnUser1 output to be fired.


FireUser2 Causes this entity's OnUser2 output to be fired.
'''FireUser2''' Causes this entity's OnUser2 output to be fired.


FireUser3 Causes this entity's OnUser3 output to be fired.
'''FireUser3''' Causes this entity's OnUser3 output to be fired.


FireUser4 Causes this entity's OnUser4 output to be fired.
'''FireUser4''' Causes this entity's OnUser4 output to be fired.


Activate Begin the leading behavior
'''Activate''' Begin the leading behavior


Deactivate Stop the leading behavior
'''Deactivate''' Stop the leading behavior


SetSuccess Notify success of leading
'''SetSuccess''' Notify success of leading


SetFailure Notify failure of leading
'''SetFailure''' Notify failure of leading


==Outputs==


OUTPUTS
'''OnUser1''' Fired in response to FireUser1 input.


OnUser1 Fired in response to FireUser1 input.
'''OnUser2''' Fired in response to FireUser2 input.


OnUser2 Fired in response to FireUser2 input.
'''OnUser3''' Fired in response to FireUser3 input.


OnUser3 Fired in response to FireUser3 input.
'''OnUser4''' Fired in response to FireUser4 input.


OnUser4 Fired in response to FireUser4 input.
'''OnArrival''' Fires when NPC reaches the lead point


OnArrival Fires when NPC reaches the lead point
'''OnArrivalDone''' Fires when NPC has played out any arrival speech


OnArrivalDone Fires when NPC has played out any arrival speech
'''OnSuccess''' Fires when NPC achieves the goal


OnSuccess Fires when NPC achieves the goal
'''OnFailure''' Fires when NPC fails to achieves the goal


OnFailure Fires when NPC fails to achieves the goal
'''OnDone''' Fires when NPC completes behavior (any post-success or fail acting is complete)


OnDone Fires when NPC completes behavior (any post-success or fail acting is complete)
[[Category:AI]]
[[Category:Entities]]

Revision as of 11:14, 4 July 2005

ai_goal_lead

AI Goal Lead

Keys

Name targetname <target_source> The name that other entities refer to this entity by.

Actor(s) to affect actor <target_name_or_class>

Target Entity goal <string>

Point to wait at if the target's not visible. WaitPointName <target_destination>

Wait until player gets this close. WaitDistance <float>

Lead Distance. LeadDistance <float> The player is considered to be lagging if he's beyond this distance.

Run instead of Walk Run <choices>

Retrieve player? Retrieve <choices>

Attract player concept modifier AttractPlayerConceptModifier <string>

Player wait over concept modifier WaitOverConceptModifier <string>

Arrival concept modifier ArrivalConceptModifier <string>

Post-arrival concepts modifier PostArrivalConceptModifier <string>

Success concept modifier SuccessConceptModifier <string>

Failure concept modifier FailureConceptModifier <string>

spawnflags spawnflags <flags>

Search Type SearchType <choices> How to search for the entities using the targetname.

Inputs

Kill Removes this entity from the world.

KillHierarchy Removes this entity and all its children from the world.

AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.

FireUser1 Causes this entity's OnUser1 output to be fired.

FireUser2 Causes this entity's OnUser2 output to be fired.

FireUser3 Causes this entity's OnUser3 output to be fired.

FireUser4 Causes this entity's OnUser4 output to be fired.

Activate Begin the leading behavior

Deactivate Stop the leading behavior

SetSuccess Notify success of leading

SetFailure Notify failure of leading

Outputs

OnUser1 Fired in response to FireUser1 input.

OnUser2 Fired in response to FireUser2 input.

OnUser3 Fired in response to FireUser3 input.

OnUser4 Fired in response to FireUser4 input.

OnArrival Fires when NPC reaches the lead point

OnArrivalDone Fires when NPC has played out any arrival speech

OnSuccess Fires when NPC achieves the goal

OnFailure Fires when NPC fails to achieves the goal

OnDone Fires when NPC completes behavior (any post-success or fail acting is complete)