Template:KV BaseActbusyGoal: Difference between revisions
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{{minititle|AI_ActBusyGoal}} | {{minititle|AI_ActBusyGoal}} | ||
{{KV|Search Range for Busy Hints | {{KV|Search Range for Busy Hints|intn=busysearchrange|float|Maximum distance between an actbusy hint and NPC for the NPC to consider it.}} | ||
{{KV|Visible Busy Hints Only | {{KV|Visible Busy Hints Only|intn=visibleonly|bool|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.}} | ||
{{KV|Actbusy Type | {{KV|Actbusy Type|intn=type|choices|Is this Actbusy part of combat? For use with '''Combat Safe Zone'''. | ||
:*0: Default (Standard) | :*0: Default (Standard) | ||
:*1: Combat}} | :*1: Combat}} | ||
{{KV|Allow actor to teleport? | {{KV|Allow actor to teleport?|intn=allowteleport|boolean|}} | ||
{{KV|Sight Entity | {{KV|Sight Entity|intn=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|Only targetnames are allowed, not classnames!}}}} | :{{note|Only targetnames are allowed, not classnames!}}}} | ||
{{KV|Sight Entity Timeout | {{KV|Sight Entity Timeout|intn=seeentitytimeout|float|Time in seconds to wait for an '''Actor''' to see the '''Sight Entity''' again before the entity may leave the ActBusy.}} | ||
{{KV|Sight Enemy Method | {{KV|Sight Enemy Method|intn=sightmethod|choices|How to determine if the '''Actor''' sees the '''Sight Entity'''. | ||
:*0: Default. [[LOS]] -and- [[Viewcone]]. | :*0: Default. [[LOS]] -and- [[Viewcone]]. | ||
:*1: LOS Only. Disregard Viewcone.}} | :*1: LOS Only. Disregard Viewcone.}} | ||
{{KV|Combat Safe Zone | {{KV|Combat Safe Zone|intn=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?}}}}<noinclude>[[Category:Keyvalue Templates|BaseActbusyGoal]]</noinclude> |
Latest revision as of 03:00, 28 June 2024
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: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.
- 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?