AI NavGoal t

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Revision as of 05:48, 12 April 2008 by TomEdwards (talk | contribs)
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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:

  1. Unspecified goal/location
  2. Vector destination
  3. Vector destination and GoalType_t
  4. AI_PathNode_t destination
  5. AI_PathNode_t destination and GoalType_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?