NPC movement

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Revision as of 11:15, 7 April 2008 by TomEdwards (talk | contribs) (more tasks)
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This is a list of important components of an NPC movement schedule and task. One day it may end up as a full tutorial.

Schedule tasks

All of these tasks can be found in CAI_BaseNPC::StartTask(). Their TASK_ prefixes have been removed for readability.

Find targets

GET_PATH_TO_PLAYER
Sets the NPC's goal to the player's location at the time of calculation.
WANDER <int|min_dist * 10000 + int|max_dist>
Pick a random location for a goal. The parameter is complex because it is actually two values forced into one.

Walk/Run path

WALK_PATH
RUN_PATH
WALK_PATH_FOR_UNITS <units>
RUN_PATH_FOR_UNITS <units>
WALK_PATH_WITHIN_DIST <units>
RUN_PATH_WITHIN_DIST <units>
Basic movement tasks. WITHIN_DIST are useful when the target itself isn't accessible, e.g. is an entity's origin.
RUN_PATH_FLEE <units>
Run this many units. Won't set a goal though, so use it in conjunction with another task.
WALK_PATH_TIMED <float|seconds>
RUN_PATH_TIMED <float|seconds>
Wait this many seconds, then move.
Icon-Bug.pngBug:Seems to be broken. Use WAIT_FOR_MOVEMENT <float> (see next subheading) instead.  [todo tested in ?]
WEAPON_RUN_PATH
ITEM_RUN_PATH
Move to pick up a weapon or item; fail if it is picked up or otherwise removed.
TASK_SCRIPT_RUN_TO_TARGET
TASK_SCRIPT_WALK_TO_TARGET
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
For scripted movement.

Utility

WAIT_FOR_MOVEMENT <float|seconds>
Wait this long for any ongoing movement to complete (pass 0 to wait forever if necessary). A very common task.
WAIT_FOR_MOVEMENT_STEP <float|seconds>
Same as above, but fails if the goal is a cover location which a hostile has LOS to.
SET_ROUTE_SEARCH_TIME <seconds>
Maximum time to spend building a route. The schedule will fail if it is overrun. Remember that different CPU speeds will give different results - don't use it except as a fail-safe.

Task functions

GetNavigator()->

Basic movement functions.

SetArrivalDirection( vector || qangle || CBaseEntity )
The direction to face on arrival at the task goal. The NPC will probably begin turning shortly before arrival.
Tip.pngTip:If a CBaseEntity is passed the NPC will turn to look at it. To use an entity's angles themselves, call GetAbsAngles().

GetTacticalServices()->

Combat movement functions.