Ai goal operator: Difference between revisions
Jump to navigation
Jump to search

SirYodaJedi (talk | contribs) No edit summary |
(-added class hierarchy, cleanup) |
||
Line 1: | Line 1: | ||
{{LanguageBar}} | {{LanguageBar}} | ||
{{CD|CAI_OperatorGoal|file1=ai_behavior_operator.cpp}} | |||
{{this is a|point entity|game=Half-Life 2 series|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. | ||
Line 5: | Line 6: | ||
{{stray ent|{{portal}}}} | {{stray ent|{{portal}}}} | ||
== Keyvalues == | |||
{{KV Targetname}} | |||
==Keyvalues== | {{KV|Position entity|intn=target|target_destination|Name of the entity that the NPC should move to in order to perform the operation.}} | ||
{{KV|Position entity | {{KV|Context target|intn=contexttarget|target_destination|(Optional) Name of an entity that the operator will use within context.}} | ||
{{KV|Context target | {{KV|Initial State|intn=state|choices|How the operated entity starts. | ||
{{KV|Initial State | |||
:*1: Not ready (closed, locked, etc) | :*1: Not ready (closed, locked, etc) | ||
:*2: Ready (open and accessible)}} | :*2: Ready (open and accessible)}} | ||
{{KV|How should NPC approach? | {{KV|How should NPC approach?|intn=moveto|choices|{{confirm|Not implemented?}} | ||
:*0: Don't approach | :*0: Don't approach | ||
:*1: Walk | :*1: Walk | ||
:*2: Run}} | :*2: Run}} | ||
{{KV GoalEntity}} | {{KV GoalEntity}} | ||
==Inputs== | ==Inputs== | ||
{{ | {{I|SetStateReady|Set the object's state to ''Ready''. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.}} | ||
{{ | {{I|SetStateFinished|Fire this input when the NPC has completed the interaction with this object.}} | ||
{{I GoalEntity}} | {{I GoalEntity}} | ||
==Outputs== | ==Outputs== | ||
{{ | {{O|OnBeginApproach|Fired when the NPC begins to approach the position.}} | ||
{{ | {{O|OnMakeReady|Fired when the item is ready to operate.}} | ||
{{ | {{O|OnBeginOperating|Fired when the NPC is ready to operate.}} | ||
{{ | {{O|OnFinished|Fired when <code>SetStateFinished</code> is sent to the entity.}} | ||
[[Category:AI]] | [[Category:AI]] |
Latest revision as of 13:34, 25 September 2024


![]() |
---|
CAI_OperatorGoal |
![]() |
ai_goal_operator
is a point entity available in Half-Life 2 series.
It indicates items in the world that some NPCs may operate upon.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Position entity (target) <targetname>
- Name of the entity that the NPC should move to in order to perform the operation.
- Context target (contexttarget) <targetname>
- (Optional) Name of an entity that the operator will use within context.
- Initial State (state) <choices>
- How the operated entity starts.
- 1: Not ready (closed, locked, etc)
- 2: Ready (open and accessible)
- How should NPC approach? (moveto) <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.