Talk:Actbusy
The image needs to be updated to remove the queue. It could be tweaked to better show the relationship between ai_goal_actbusy & the NPCs it controls. Something like this:
ai_goal_actbusy / | \ / | \ NPC NPC NPC /| |\ /|\ / | | \ / | \ / | | \ / | \ / | | \/ | \ node node node node node node
Since each actbusy can point to multiple NPCs, and each NPC can use multiple nodes, including ones that other NPCs would use if they got to them first.
I'm not so happy with this version. Any second opinions would be welcome.
[1] --TomEdwards 01:52, 4 Jul 2005 (PDT)
Tom, it's a good job, what weren't you happy with? --wisemx 06:46, 4 Jul 2005 (PDT)
I don't know. It just doesn't seem as well-defined as the others. --TomEdwards 06:52, 4 Jul 2005 (PDT)
I'm having some problems getting my npc_citizen to sit on the ground. Maybe i missed something, because when i try he just stands in the idle position. Here are some of my specifics if someone is able to help me out.
in actbusy.txt:
"sit_ground_01"
{
"busy_sequence" "ACT_BUSY_SIT_GROUND"
"entry_sequence" "Idle_to_ACT_BUSY_SIT_GROUND"
"exit_sequence" "ACT_BUSY_SIT_GROUND_to_Idle"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_COMBAT"
}
-I have a 'logic_auto' which has 1 output,
onmapspawn, citizen, wake, 0.0
-I have a 'npc_citizen' under the name of citizen which has 1 output,
onwake, actbusy_01, activate, 0.0
-I have a 'ai_goal_actbusy' under the name of actbusy_01,
actors to affect, citizen
start active, no
-I have a 'info_node_hint' under the name of sit_ground_01, which is right in front of citizen,
hint, 'world: act busy hint
hint activity, sit_ground_01
node FOV, 360 degrees
-all else is still set to its default setting
-all entities are not in the ground, but on or above by little
-please help, I am soooooooo frustrated
-Ethan Swanson
What about Search Range for Busy Hints?mdash;ts2do (Talk | @) 21:56, 5 Jan 2006 (PST)