Ai goal actbusy queue
Jump to navigation
Jump to search
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
- Template:Kv targetname
- actor
- <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
- Template:I targetname
- Activate
- 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.