AI NavGoal t: Difference between revisions
Jump to navigation
Jump to search
TomEdwards (talk | contribs) No edit summary |
TomEdwards (talk | contribs) mNo edit summary |
||
| Line 1: | Line 1: | ||
The '''<code>AI_NavGoal_t</code>''' structure is used to encapsulate a navigation request. It has five constructors, which accept varying destination parameters: | |||
#Unspecified goal/location | |||
#<code>[[Vector]]</code> destination | |||
#<code>Vector</code> destination and <code>[[GoalType_t]]</code> | |||
#<code>[[AI_PathNode_t]]</code> destination | |||
#<code>AI_PathNode_t</code> destination and <code>GoalType_t</code> | |||
==Parameters== | ==Parameters== | ||
Revision as of 03:07, 12 April 2008
The AI_NavGoal_t structure is used to encapsulate a navigation request. It has five constructors, which accept varying destination parameters:
- Unspecified goal/location
VectordestinationVectordestination andGoalType_tAI_PathNode_tdestinationAI_PathNode_tdestination andGoalType_t
Parameters
Alongside the parameters in the list above:
Activity activity- The activity to use when moving. Overwritten by all of Valve's stock movement tasks except
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET, so not useful unless you're using either that task or one of your own making. Activity arrivalActivityint arrivalSequence- The activity or sequence to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks.
float tolerance- When the NPC reaches this distance from the goal, it will stop. Useful for targets within entities - e.g. a collidable model's origin.
AI_NavGoalFlags_t flags- Movement flags - click link for detail.
CBaseEntity* pTarget- "The target of the navigation, primarily used to ignore the entity in hull and line traces".
float maxInitialSimplificationDist- How far to simplify the path. Game default sets the minimum.
- Todo: What is simplification?