Behaviors: Difference between revisions

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return true;
return true;
}
}
*There's a few more things that are different between an npc class and a behavior class : <rb>
AI_BEGIN_CUSTOM_NPC -> AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER (body)
DEFINE_CUSTOM_AI -> DEFINE_CUSTOM_SCHEDULE_PROVIDER (header)


That should do it.
That should do it.

Revision as of 15:59, 23 October 2006

Behaviors let you assign schedules and functionality to more than one NPC class without having to re-write or derive off a certain class.


For example:
You have three npc classes : npc_bob , npc_fred , npc_jane
You make two behaviors : MensBathroomBehavior, WomensBathroomBehavior

You'd assign MensBathroomBehavior to the male npcs and WomensBathroomBehavior to npc_jane.



Steps To Add Behavior:

  • add a function to your npc class : bool npc_class::CreateBehaviors() : (comes in virtually from CAI_BehaviorHost)
  • create the behaviour as a member variable in your class
  • add the behavior AddBehavior( &m_WhateverBehavior ); in your CreateBehaviors() function
  • let your npc class know you want to use a behavior by calling BehaviorSelectSchedule() in your SelectSchedule()

To allow the Behavior to be used you'll need a function in teh behavior:

bool CAI_WhateverBehaviour::CanSelectSchedule() { return true; }

  • There's a few more things that are different between an npc class and a behavior class :

AI_BEGIN_CUSTOM_NPC -> AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER (body) DEFINE_CUSTOM_AI -> DEFINE_CUSTOM_SCHEDULE_PROVIDER (header)

That should do it.