Ai goal patrol: Difference between revisions
		
		
		
		
		
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| {{this is a|point entity| | {{this is a|point entity|name=ai_goal_patrol|game=Dark Messiah of Might and Magic}} | ||
| It is used to make NPCs patrol between {{ent|info_node_hint}}s or make them wander around the map. | It is used to make NPCs patrol between {{ent|info_node_hint}}s or make them wander around the map. | ||
Latest revision as of 18:51, 14 May 2025

 
ai_goal_patrol  is a   point entity  available in  Dark Messiah of Might and Magic.
It is used to make NPCs patrol between info_node_hints or make them wander around the map.
 Dark Messiah of Might and Magic.
It is used to make NPCs patrol between info_node_hints or make them wander around the map.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Movement type (movetype) <integer>
- How the NPC should move around while under the influence of this entity.
- 1: Walk
- 2: Run
- 3: Custom Move—Use Custom Animation
 
- Patrol Modes (patrolmode) <integer>
- Which patrol mode the NPC should use.
- 1: Idle
- 2: Wander Around
- 3: Node to Node Cycling
- 4: Node to Node Ping-Pong
 
- Radius for wander state (wanderradius) <float>
- The radius for which the NPC will find nodes to move to.  Only used if Patrol Modesis set toWander Around.
- Custom Move Animation (m_iszCustomMove) <string>
- Custom move animation to use for the NPC if Movement typeis set toCustom Move.
- Node 1 (goal1) to Node 15 (goal15) <targetname>
- Nodes the NPC will go to depending on the patrol mode.  In Wander Aroundmode, Node 1 is used as the center of theRadius for wander statekeyvalue.
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
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]























