Ai goal operator
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Entity Description
Indicates items in the world that some NPCs may operate upon
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
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- actor
- <target_name_or_class> NPC that should perform this operation
- target
- <target_destination> Name of the entity that the NPC should move to in order to perform the operation.
- contexttarget
- <target_destination> (Optional) Name of an entity that the operator will use within context.
- state
- <choices> Initial State
Literal Value Description 0 Not ready (closed, locked, etc) 1 Ready (open and accessible)
- moveto
- <choices> How should NPC approach?
Literal Value Description 0 DO NOT USE 0 1 Walk 2 Run
Inputs
- EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- Activate
- Begin operating on the object
- SetStateReady
- Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.
- SetStateFinished
- Fire this input when the NPC has completed the interaction with this object.
Outputs
- OnBeginApproach
- Fired when the NPC begins to approach the position
- OnMakeReady
- Make the item ready to operate
- OnBeginOperating
- Fired when the NPC is ready to operate
- OnFinished
- The item is done