NPC movement
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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_PATHRUN_PATHWALK_PATH_FOR_UNITS <units>RUN_PATH_FOR_UNITS <units>WALK_PATH_WITHIN_DIST <units>RUN_PATH_WITHIN_DIST <units>- Basic movement tasks.
WITHIN_DISTare 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.
Bug:Seems to be broken. Use WAIT_FOR_MOVEMENT <float>(see next subheading) instead. [todo tested in ?]WEAPON_RUN_PATHITEM_RUN_PATH- Move to pick up a weapon or item; fail if it is picked up or otherwise removed.
TASK_SCRIPT_RUN_TO_TARGETTASK_SCRIPT_WALK_TO_TARGETTASK_SCRIPT_CUSTOM_MOVE_TO_TARGET- For scripted movement.
Utility
WAIT_FOR_MOVEMENT <float|seconds>- Wait this long for any ongoing movement to complete (pass
0to 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.
Tip:Given the name, Valve presumably intended this task to handle all sorts of "mid-stride" fails that didn't make good interrupts. This makes it a good place to add your own!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
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:If a CBaseEntityis passed the NPC will turn to look at it. To use an entity's angles themselves, callGetAbsAngles().
GetTacticalServices()->
Combat movement functions.