Ai goal operator: Difference between revisions

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{{this is a|point entity|game=Half-Life 2|game1=Half-Life 2: Episode One|game2=Half-Life 2: Episode Two|game3=Half-Life 2: Deathmatch|name=ai_goal_operator}}
{{this is a|point entity|game=Half-Life 2 series|name=ai_goal_operator}}
It indicates items in the world that some NPCs may operate upon.
It indicates items in the world that some NPCs may operate upon.



Revision as of 09:12, 9 September 2024

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ai_goal_operator is a point entity available in Half-Life 2 series Half-Life 2 series. It indicates items in the world that some NPCs may operate upon.

Note.pngNote:This entity is also in the code for Portal. Its functionality is not guaranteed.


C++ In code, it is represented by theCAI_OperatorGoalclass, defined in theai_behavior_operator.cppfile.

Keyvalues

Position entity (target) ([todo internal name (i)]) <targetname>
Name of the entity that the NPC should move to in order to perform the operation.
Context target (contexttarget) ([todo internal name (i)]) <targetname>
(Optional) Name of an entity that the operator will use within context.
Initial State (state) ([todo internal name (i)]) <choices>
How the operated entity starts.
  • 1: Not ready (closed, locked, etc)
  • 2: Ready (open and accessible)
How should NPC approach? (moveto) ([todo internal name (i)]) <choices>
Confirm:Not implemented?
  • 0: Don't approach
  • 1: Walk
  • 2: Run

AI_GoalEntity:

Actor(s) to affect (actor) <target_name_or_class>
The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
Search Type (SearchType) <choices>
What the Actor(s) to affect keyvalue targets by.
  • 0: Entity Name
  • 1: Classname
Start Active (StartActive) <boolean>
Set if goal should be active immediately.


Inputs

SetStateReady
Set the object's state to Ready. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.
SetStateFinished
Fire this input when the NPC has completed the interaction with this object.

AI_GoalEntity:

Activate
Make the goal active if it wasn't already. NPCs will begin taking orders.
Deactivate
Make goal inactive.
UpdateActors  !FGD
Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]


Outputs

OnBeginApproach
Fired when the NPC begins to approach the position.
OnMakeReady
Fired when the item is ready to operate.
OnBeginOperating
Fired when the NPC is ready to operate.
OnFinished
Fired when SetStateFinished is sent to the entity.