Aiscripted schedule
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Entity Description
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.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- m_iszEntity
- <target_destination> The name or classname of an NPC to use.
- m_flRadius
- <float> Radius to search within for an NPC to use. 0 searches everywhere.
- graball
- <boolean> Whether to grab all matching NPCs in the specified radius, instead of just one.
- forcestate
- <choices> AI state to set
Literal Value Description 0 <None> 1 Set state to IDLE 2 Set state to ALERT 3 Set state to COMBAT
- schedule
- <choices> Schedule to run
Literal Value Description 0 <None> 1 Walk to Goal Entity 2 Run to Goal Entity 3 Set enemy to Goal Entity 4 Walk Goal Path 5 Run Goal Path 6 Set enemy to Goal Entity AND Run to Goal Entity
- interruptability
- <choices>
Literal Value Description 0 General 1 Damage or Death 2 Death
- goalent
- <target_destination> Provides the name of a schedule-specific goal entity. (See the shedule (Schedule to run) keyvalue.)
Flags
- 4 : Repeatable
- 1024 : Search Cyclically
- If the target parameters can apply to more than one entity, the aiscripted_schedule will normally select one of these targets to affect at random each time it is triggered. Checking this flag will instead make it cycle through a list of them, affecting all the entities in order as it is triggered. This is useful for making sure that every member of the group will eventually be affected, especially when targeting the schedule to affect multiple spawns.
- 2048 : Don't Complain
- If set, the following messages will be suppressed:
- Found <entity>, but can't play!
- ScheduledMoveToGoalEntity to goal entity <entity> failed
Can't execute script <this> - ScheduledFollowPath to goal entity <entity> failed
Can't execute script <this>
Inputs
- 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
See also
- scripted_sequence
- Assaults (for combat)
- npc_citizen_fleeing - A prefab that demonstrates scheduled behavior.