Ai goal actbusy queue

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Revision as of 23:49, 5 April 2006 by Andreasen (talk | contribs) (Merged entity info from Actbusy Queues.)
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Entity Description

Behaves the same way as an ai_goal_actbusy entity does, except that an 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.

Note.pngNote:Actbusy hints not specified in the keyvalues will function as normal, as will NPCs who cannot join the queue.
Warning.pngWarning:Hint activities should not require exiting, or the queue will freeze.


Keyvalues

<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 first node (info_node_hint or path_corner) the first NPC in the queue should head to when leaving the queue. Required.
  • node01-20
<target_destination> Node 1-20 - The name of the nth actbusy hint node in the queue. (Node 1 is the front of the queue.) The number of defined nodes defines the maximum number of NPCs queuing.
  • mustreachfront
<choices> Must Reach Front - If true, an NPC must strictly be at Node 1 before being able to leave the queue.

Inputs

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
Moves all NPCs in the queue up one position, and sends the first NPC to the Exit Node.
  • PlayerStartedBlocking
<float> Tell the queue manager that the player has started blocking the point in the queue passed as a parameter.
  • PlayerStoppedBlocking
<float> Tell the queue manager that the player has stopped blocking the point in the queue passed as a parameter.
  • 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 and has reached the Exit Node. 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 remaining in the queue.

See Also