ai_script_conditions
Jump to navigation
Jump to search
Entity description
The keyvalues for this entity allow a mapper to define a list of conditions relating to the player, an NPC and a target (optional), to trigger events when these conditions are fulfilled.
For an example of its use, see d2_coast_03 (when Odessa gives Gordon the rocket launcher).
Fired only once, automatically, when the condition is first fulfilled, then disables itself. Use "Enable" inputs to recheck conditions.
Keyvalues
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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Actor ([todo internal name (i)]) <targetname>
- NPC Target.
- Minimum State ([todo internal name (i)]) <choices>
-
- 1 : Idle
- 2 : Alert
- 3 : Combat
- Maximum State ([todo internal name (i)]) <choices>
-
- 1 : Idle
- 2 : Alert
- 3 : Combat
- Actor is running a script? ([todo internal name (i)]) <choices>
-
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Required Time ([todo internal name (i)]) <float>
- Duration of time that all the conditions must be true.
- Actor see Player ([todo internal name (i)]) <choices>
-
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Player distance ([todo internal name (i)]) <float>
- The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
- Player FOV to actor is a true view cone ([todo internal name (i)]) <choices>
- Player's view cone is evaluated as a true cone, not pie slice.
- 1 : No - Tall pie slice
- 2 : Yes - True view cone
- Player has LOS to Actor ([todo internal name (i)]) <choices>
- Checks that the player has clear Line of Sight to the Actor.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Target (Optional) ([todo internal name (i)]) <targetname>
- Optional entity to include in conditions.
- Actor Sees Target ([todo internal name (i)]) <choices>
-
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Target distance ([todo internal name (i)]) <float>
- The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
- Player distance from Target ([todo internal name (i)]) <float>
- The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
- Player FOV to target is a true view cone ([todo internal name (i)]) <choices>
- Player's view cone is evaluated as a true cone, not pie slice.
- 1 : No - Tall pie slice
- 2 : Yes - True view cone
- Player has LOS to Target ([todo internal name (i)]) <choices>
- Checks that the player has clear Line of Sight to the Target.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Player blocking Actor ([todo internal name (i)]) <choices>
- Checks that the player is blocking the Actor's path.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Actor in Player`s PVS ([todo internal name (i)]) <choices>
- Checks that the actor is in the player's PVS
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Actor in Vehicle ([todo internal name (i)]) <choices>
- Checks the actor's state in a vehicle.
- 1 : No
- 2 : Yes
- 3 : Don`t care
- Player in Vehicle ([todo internal name (i)]) <choices>
- Checks the player's state in a vehicle.
- 1 : No
- 2 : Yes
- 3 : Don`t care
Flags
- 1 : Fire outputs with the Actor as Activator
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnConditionsSatisfied
- Fires when AI conditions satisfied.
- OnConditionsTimeout
- Fires when AI conditions timed out.
- NoValidActor
- Fires if/when there are no matching actors in the map.