Aiscripted schedule: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 15: Line 15:


* '''graball'''
* '''graball'''
: <boolean> Whether to grab all matching NPCs in the specified radius, instead of just one
: {{boolean}} Whether to grab all matching NPCs in the specified radius, instead of just one


* '''forcestate'''
* '''forcestate'''
Line 39: Line 39:
* '''goalent'''
* '''goalent'''
: <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')
: <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')
==Flags==
==Flags==
* Repeatable
* Repeatable

Revision as of 19:56, 11 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