Aiscripted schedule
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Entity Description
Entity Name: aiscripted_schedule
Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a scripted_sequence does.
Entity Values
Keys
- Name targetname <target_source>
- The name that other entities refer to this entity by.
- Target NPC m_iszEntity <target_destination>
- The name or classname of an NPC to use.
- Search Radius (0=everywhere) m_flRadius <integer>
- Radius to search within for an NPC to use. 0 searches everywhere.
- All in radius graball <choices>
- Whether to grab all matching NPCs in the specified radius, instead of just one
- spawnflags spawnflags <flags>
- AI state to set forcestate <choices>
- Schedule to run schedule <choices>
- Interruptability interruptability <choices>
- Goal entity goalent <target_destination>
- Provides the name of a schedule-specific goal entity (see 'Schedule to run')
Inputs
- Kill
- Removes this entity from the world.
- KillHierarchy
- Removes this entity and all its children from the world.
- AddOutput <string> <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.
- StartSchedule
- Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule.
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.