Aiscripted schedule

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Revision as of 15:14, 22 October 2005 by Ts2do (talk | contribs) (→‎See also)
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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

<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