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. | ||
== | ==Keyvalues== | ||
* ''' | * [[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 | ||
:* <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== | |||
* | * [[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== | |||
* | * [[Targetname]] | ||
[[category:AI]] | [[category:AI]] | ||
[[category:Entities]] | [[category:Entities]] |
Revision as of 19:35, 9 July 2005
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
- 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
- <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.