Actbusy Queues

Actbusy Queues are a superset of the Actbusy system. They're less useful than the base Actbusy system, having been created to solve a single specific problem: making a queue of NPCs. If you're trying to do anything other than that in your map, it isn't what you're looking for.
Structure

An ai_goal_actbusy_queue tells a NPC to join a preset queue of actbusy hints. The NPC moves along the queue under the control of the goal.
ai_goal_actbusy_queue
Behaves in the same way as ai_goal_actbusy, except that actbusy hints and NPCs are ordered in a queue. The queue can be moved forwards, and the when first NPC in the queue leaves it can be given orders.
Actbusy hints not specified in the keyvalues will function as normal, as will NPCs who cannot join the queue.
Hint activities should not require exiting or the queue will freeze.
Keyvalues
- Exit Node: The name of the first info_node_hint or path_corner a NPC should head to when leaving the queue. Required.
- Node 1-20: The info_node_hints that make up this queue.
- Node 1 is the front of the queue
- Defines the maximum number of NPCs queuing
- Must Reach Front: a NPC must strictly be at Node 1 before being able to leave the queue.
Inputs
- PlayerStartedBlocking: Informs the goal that the player is blocking the point in the queue passed as a parameter.
- PlayerStoppedBlocking: Informs the goal that the player is no longer blocking the point in the queue passed as a parameter.
- MoveQueueUp: Moves all NPCs in the queue up one position, and sends the first NPC to the Exit Node.
Outputs
- OnQueueMoved: fires when the queue is moved.
- Outputs remaining NPCs in queue
- OnNPCStartedLeavingQueue: fires when the NPC at the head of the queue starts to leave.
- Activator is NPC
- Outputs the NPC name
- OnNPCLeftQueue: fires when the NPC that has just left the queue reaches the Exit Node.