Ai goal actbusy queue

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Revision as of 14:17, 5 April 2006 by Ts2do (talk | contribs) (→‎Entity Description: Description from Actbusy Queues)
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Entity Description

Behaving the same way ai_goal_actbusy does, ai_goal_actbusy_queue orders actbusy hints and NPCs in a queue. The queue can be moved forward, and when the first NPC in the queue leaves, it can be given orders.

Keyvalues

<target_name_or_class> Actor(s) to affect - NPC's that should act busy.
  • StartActive
<choices> Start Active
  • SearchType
<choices> Search Type - How to search for the entities using the targetname.
  • busysearchrange
<float> Search Range for Busy Hints
  • visibleonly
<choices> Visible Busy Hints Only
  • node_exit
<target_destination> Exit Node - The name of the node the first NPC in the queue should move to when he leaves the head of the queue.
  • node01-20
<target_destination> Node 1-20 - The name of the nth actbusy hint node in the queue.
  • mustreachfront
<choices> Must Reach Front - If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.

Inputs

Begin acting busy.
  • Deactivate
Cease acting busy.
  • ForceNPCToActBusy
<Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy> Force an NPC to act busy. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities.
  • ForceThisNPCToActBusy
<string> Force an NPC outputted from another entity to act busy. Only usable from an output that specifies an entity.
  • ForceThisNPCToLeave
<string> Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.
  • MoveQueueUp
Force the queue to move up, sending the front-most NPC out of the queue.
  • PlayerStartedBlocking
<float> Tell the queue manager that the player has started blocking a spot in the queue.
  • PlayerStoppedBlocking
<float> Tell the queue manager that the player has stopped blocking a spot in the queue.
  • SetBusySearchRange
<float> Update the busy search range for all actors.

Outputs

  • OnNPCStartedBusy
<string> Fired when an NPC targeted by this goal starts an ActBusy animation.
  • OnNPCFinishedBusy
<string> Fired when an NPC targeted by this goal finishes an ActBusy.
  • OnNPCLeft
<string> Fired when an NPC target by this goal finishes a forced Leave.
  • OnNPCStartedLeavingQueue
<string> Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC.
  • OnNPCLeftQueue
<string> Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.
  • OnQueueMoved
<float> Fired when the queue moves. Outputs the number of NPCs left in the queue.

See Also