Aiscripted schedule: Difference between revisions

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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.


==Entity Values==
==Keyvalues==
===Keys===


* '''Name''' ''targetname <target_source>'' 
* [[Targetname]]
: The name that other entities refer to this entity by.
* '''m_iszEntity'''
: <target_destination> The name or classname of an NPC to use.


* '''Target NPC''' ''m_iszEntity <target_destination>''
* '''m_flRadius'''
: The name or classname of an NPC to use.
: <integer> Radius to search within for an NPC to use. 0 searches everywhere.


* '''Search Radius (0=everywhere)''' ''m_flRadius <integer>''
* '''graball'''
: Radius to search within for an NPC to use. 0 searches everywhere.
: <boolean> Whether to grab all matching NPCs in the specified radius, instead of just one


* '''All in radius''' ''graball <choices>''
* '''forcestate'''
: Whether to grab all matching NPCs in the specified radius, instead of just one
: <choices> AI state to set
:* <None>
:* Set state to IDLE
:* Set state to ALERT
:* Set state to COMBAT
* '''schedule'''
: <choices> Schedule to run
:* <None>
:* Walk to Goal Entity
:* Run to Goal Entity
:* Set enemy to Goal Entity
:* Walk Goal Path
:* Run Goal Path
:* Set enemy to Goal Entity AND Run to Goal Entity
* '''interruptability'''
: <choices>
:* General
:* Damage or Death
:* Death
* '''goalent'''
: <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')
==Flags==
* Repeatable
* Search Cyclically
* Don't Complain
==Inputs==


* '''spawnflags''' ''spawnflags <flags>''
* [[Targetname]]
* '''AI state to set''' ''forcestate <choices>''
* '''Schedule to run''' ''schedule <choices>''
* '''Interruptability''' ''interruptability <choices>''
* '''Goal entity''' ''goalent <target_destination>''
: Provides the name of a schedule-specific goal entity (see 'Schedule to run')
 
===Inputs===
 
* '''Kill'''
: Removes this entity from the world.
 
* '''KillHierarchy''' 
: Removes this entity and all its children from the world.
 
* '''AddOutput''' ''<string> <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>''
: Adds an entity I/O connection to this entity. 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.


* '''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==
 
* '''OnUser1'''
: Fired in response to FireUser1 input.
 
* '''OnUser2'''
: Fired in response to FireUser2 input.
 
* '''OnUser3'''
: Fired in response to FireUser3 input.


* '''OnUser4'''
* [[Targetname]]
: Fired in response to FireUser4 input.


[[category:AI]]
[[category:AI]]
[[category:Entities]]
[[category:Entities]]

Revision as of 19:35, 9 July 2005

Template:Wrongtitle

Entity Description

Entity Name: aiscripted_schedule

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

<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
  • <None>
  • Set state to IDLE
  • Set state to ALERT
  • Set state to COMBAT
  • schedule
<choices> Schedule to run
  • <None>
  • Walk to Goal Entity
  • Run to Goal Entity
  • Set enemy to Goal Entity
  • Walk Goal Path
  • Run Goal Path
  • Set enemy to Goal Entity AND Run to Goal Entity
  • interruptability
<choices>
  • General
  • Damage or Death
  • Death
  • goalent
<target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')

Flags

  • Repeatable
  • Search Cyclically
  • Don't Complain

Inputs

  • 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