AI NavGoal t
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The AI_NavGoal_t
structure is used to encapsulate a navigation request. It has five constructors, which accept varying destination parameters:
- Unspecified goal/location
Vector
destinationVector
destination andGoalType_t
AI_PathNode_t
destinationAI_PathNode_t
destination andGoalType_t
Parameters
Alongside the parameters in the list above:
Activity activity
- The activity to use when moving. Overwritten by all of Valve's stock movement tasks except
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
, so not useful unless you're using either that task or one of your own making. Activity arrivalActivity
int arrivalSequence
- The activity or sequence to play on arriving at the goal. Will be blended with the NPC's idle animation in Valve's stock movement tasks.
float tolerance
- If the NPC is fewer units from the target than this value, it will stop instead of trying to negotiate obstacles. Useful for targets within entities that cannot be directly reached - e.g. a collidable model's origin.
AI_NavGoalFlags_t flags
- Movement flags - click link for detail.
CBaseEntity* pTarget
- "The target of the navigation, primarily used to ignore the entity in hull and line traces".
float maxInitialSimplificationDist
- How far to simplify the path. Game default sets the minimum.
- Todo: What is simplification?