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
- Template:Kv targetname
- m_iszEntity
- <target_destination> The name or classname of an NPC to use.
- m_flRadius
- <integer> 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
- <None>
- Set state to IDLE
- Set state to ALERT
- Set state to COMBAT
- schedule
- <choices> Schedule to run
- <None>
- Walk to Goal Entity
- Run to Goal Entity
- Set enemy to Goal Entity
- Walk Goal Path
- Run Goal Path
- Set enemy to Goal Entity AND Run to Goal Entity
- interruptability
- <choices>
- General
- Damage or Death
- Death
- goalent
- <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')
Flags
- Repeatable
- Search Cyclically
- Don't Complain
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)