Ai goal actbusy

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Revision as of 21:16, 2 July 2005 by 2ltben (talk | contribs) (Structure and Formatting)
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Entity Description

Entity Name: ai_goal_actbusy

Entity Values

Keys

Name targetname <target_source> The name that other entities refer to this entity by.

Actor(s) to affect actor <target_name_or_class> NPC's that should act busy

StartActive <choices> Starts Active

SearchType <choices> How to search for the entities using the targetname.

Busysearchrange <float> Search Range for Busy Hints

Visibleonly <choices> Visible Busy Hints Only

Inputs

Kill Removes this entity from the world.

KillHierarchy Removes this entity and all its children from the world.

AddOutput <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)> Adds an entity I/O connection to this entity. Very dangerous, use with care.

FireUser1 Causes this entity's OnUser1 output to be fired.

FireUser2 Causes this entity's OnUser2 output to be fired.

FireUser3 Causes this entity's OnUser3 output to be fired.

FireUser4 Causes this entity's OnUser4 output to be fired.

Activate Begin acting busy

Deactivate Cease acting busy

SetBusySearchRange <float> Update the busy search range for all actors.

ForceNPCToActBusy <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy> Force an NPC to act busy. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.

ForceThisNPCToActBusy <string> Force an NPC outputted from another entity to act busy. Only usable from an output that specifies an entity.

ForceThisNPCToLeave <string> Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.

Outputs

OnUser1 Fired in response to FireUser1 input.

OnUser2 Fired in response to FireUser2 input.

OnUser3 Fired in response to FireUser3 input.

OnUser4 Fired in response to FireUser4 input.

OnNPCStartedBusy <string> Fired when an NPC targeted by this goal starts an ActBusy animation.

OnNPCFinishedBusy <string> Fired when an NPC targeted by this goal finishes an ActBusy.

OnNPCLeft <string> Fired when an NPC target by this goal finishes a forced Leave.