Ai goal patrol

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 It is used to make NPCs patrol between info_node_hints or make them wander around the map.

Keyvalues

Movement type (movetype) <integer>
How the NPC should move around while under the influence of this entity.
  • 1: Walk
  • 2: Run
  • 3: Custom Move—Use Custom Animation
Patrol Modes (patrolmode) <integer>
Which patrol mode the NPC should use.
  • 1: Idle
  • 2: Wander Around
  • 3: Node to Node Cycling
  • 4: Node to Node Ping-Pong
Radius for wander state (wanderradius) <float>
The radius for which the NPC will find nodes to move to. Only used if Patrol Modes is set to Wander Around.
Custom Move Animation (m_iszCustomMove) <string>
Custom move animation to use for the NPC if Movement type is set to Custom Move.
Node 1 (goal1) to Node 15 (goal15) <targetname>
Nodes the NPC will go to depending on the patrol mode. In Wander Around mode, Node 1 is used as the center of the Radius for wander state keyvalue.

AI_GoalEntity:

Actor(s) to affect (actor) <target_name_or_class>
The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
Search Type (SearchType) <choices>
What the Actor(s) to affect keyvalue targets by.
  • 0: Entity Name
  • 1: Classname
Start Active (StartActive) <boolean>
Set if goal should be active immediately.

Inputs

AI_GoalEntity:

Activate
Make the goal active if it wasn't already. NPCs will begin taking orders.
Deactivate
Make goal inactive.
UpdateActors  !FGD
Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]


Outputs