Ai goal actbusy
ai_goal_actbusy
AI Goal Act Busy
KEYS
Name targetname <target_source> The name that other entities refer to this entity by.
Actor(s) to affect actor <target_name_or_class> NPC's that should act busy
Start Active StartActive <choices>
Search Type SearchType <choices> How to search for the entities using the targetname.
Search Range for Busy Hints busysearchrange <float>
Visible Busy Hints Only visibleonly <choices>
INPUTS
Kill Removes this entity from the world.
KillHierarchy Removes this entity and all its children from the world.
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
FireUser1 Causes this entity's OnUser1 output to be fired.
FireUser2 Causes this entity's OnUser2 output to be fired.
FireUser3 Causes this entity's OnUser3 output to be fired.
FireUser4 Causes this entity's OnUser4 output to be fired.
Activate Begin acting busy
Deactivate Cease acting busy
SetBusySearchRange <float> Update the busy search range for all actors.
ForceNPCToActBusy <string> Force an NPC to act busy. Takes parameters, separated by spaces: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>. 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.
OUTPUTS
OnUser1 Fired in response to FireUser1 input.
OnUser2 Fired in response to FireUser2 input.
OnUser3 Fired in response to FireUser3 input.
OnUser4 Fired in response to FireUser4 input.
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.