Ai script conditions

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Entity Description

The keyvalues for this entity allow a mapper to define a list of conditions relating to the player, an NPC and a target (optional), to trigger events when these conditions are fulfilled.

For an example of its use, see d2_coast_03 (when Odessa gives Gordon the rocket launcher).

Keyvalues

  • Actor
<target_destination> NPC Target
  • StartDisabled
<boolean>
  • MinimumState
<choices>
Literal Value Description
1 Idle
2 Alert
3 Combat
  • MaximumState
<choices>
Literal Value Description
1 Idle
2 Alert
3 Combat
  • ScriptStatus
<boolean> Actor is running a script?
  • RequiredTime
<float> Duration of time that all the conditions must be true
  • MinTimeout
<float> Minimum time before OnConditionsTimeout is fired. 0 = never expire
  • MaxTimeout
<float> Maximum time before OnConditionsTimeout is fired. 0 = ignore
  • ActorSeePlayer
<boolean>
  • PlayerActorProximity
<float> The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
  • 'PlayerActorFOV
<float> Specify angle of view cone in degrees. Negative value = NOT
  • PlayerActorFOVTrueCone
<choices> Player's view cone is evaluated as a true cone, not pie slice
  • PlayerActorLOS
<boolean> Checks that the player has clear Line of Sight to the Actor
  • target
<target_destination> Optional entity to include in conditions
  • ActorSeeTarget
<boolean>
  • ActorTargetProximity
<float> The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
  • PlayerTargetProximity
<float> The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
  • PlayerTargetFOV
<float> Specify angle of view cone in degrees. Negative value = NOT
  • PlayerTargetFOVTrueCone
<boolean> Player's view cone is evaluated as a true cone, not pie slice
  • PlayerTargetLOS
<boolean> Checks that the player has clear Line of Sight to the Target
  • PlayerBlockingActor
<boolean> Checks that the player is blocking the Actor's path

Inputs

Outputs

Fires when AI conditions satisfied
  • OnConditionsTimeout
Fires when AI conditions timed out