ai_goal_actbusy_queue is a point entity available in the following Source engine games:
Half-Life 2, Alien Swarm. It can do anything that an
ai_goal_actbusy can do, except this entity is designed to order 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.
OnNPCFinishedBusy !activator AddOutput OnUser1 busy_relay:Trigger OnNPCFinishedBusy !activator FireUser1
OnTrigger actbusy_street_new ForceNPCToActBusy !activator <delay>
- Exit Node (node_exit)
- The name of the first node (
path_corner) the first NPC in the queue should head to when leaving the queue. Required.
- Node 1 (node01) to Node 20 (node20)
- Used for defining the path of the queue, with
info_node_hints. Node 1 is the front of the queue. The number of defined nodes defines the maximum number of NPCs queuing.
- Must Reach Front (mustreachfront)
- If true, an NPC must strictly be at Node 1 before being able to leave the queue.
- 0: No
- 1: Yes
- Search Range for Busy Hints (busysearchrange)
- Maximum distance between an actbusy hint and NPC for the NPC to consider it.
- Visible Busy Hints Only (visibleonly)
- If set, an NPC will only consider actbusy hints in view when deciding which to use. Once the choice has been made it will not change, even if new hints become visible.
- Actbusy Type (type)
- Is this Actbusy part of combat? For use with Combat Safe Zone.
- 0: Default (Standard)
- 1: Combat
- Allow actor to teleport? (alllowteleport)
- Sight Entity (seeentity)
- Optionally, if the Actor playing the ActBusy loses sight of this specified entity for an amount of time defined by Sight Entity Timeout, the specified entity will leave the ActBusy.
- Note:Only targetnames are allowed, not classnames!
- Sight Entity Timeout (seeentitytimeout)
- Time in seconds to wait for an Actor to see the Sight Entity again before the entity may leave the ActBusy.
- Sight Enemy Method (sightmethod)
- How to determine if the Actor sees the Sight Entity.
- Combat Safe Zone (safezone)
- Specify a brush entity to act as a safe zone if Actbusy Type is set to Combat. If any enemies are in the safe zone, the actbusy will break. To do: Will actors go back to the actbusy once enemies are dead? What if they leave the safe zone but are still alive?
- Actor(s) to affect (actor)
- The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type (SearchType)
- What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active (StartActive)
- Set if goal should be active immediately.
- Classname (classname)
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- Name (targetname)
- The name that other entities refer to this entity by.
- Global Entity Name (globalname)
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Parent (parentname)
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z) (origin)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z) (angles)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Flags (spawnflags)
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts (ResponseContext)
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Effects (effects)
- Combination of effect flags to use.
- Local Time (ltime)
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think (nextthink)
- Amount of time before the entity thinks again.
- Hammer ID (hammerid)
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360 (disableX360)
<boolean>(New with Left 4 Dead 2) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts (vscripts)
<scriptlist>(New with Left 4 Dead 2)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function (thinkfunction)
<string>(New with Left 4 Dead 2)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation (LagCompensate)
<boolean>(New with Left 4 Dead 2) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Moves all NPCs in the queue up one position, and sends the first NPC to the Exit Node.
- Tell the queue manager that the player has started blocking a specified point in the queue.
- Tell the queue manager that the player has stopped blocking a specified point in the queue.
<targetname> [hint node targetname] [teleport] [nearest] [$<custom activity or sequence>] [max time]
- Force an NPC to act busy.
- The targetname parameter specifies the name of the NPC(s).
- The hint node targetname parameter specifies the name of the Hint node. Used to force an NPC to act busy on a specific node. If no hint node targetname is specified, it'll search for a random one.
- If the teleport keyword is specified as a parameter, the NPC will teleport onto the actbusy node instead of navigating to it.
- If the nearest keyword is specified as a parameter, the NPC will choose the nearest valid actbusy node, instead of choosing one randomly from all valid actbusy nodes.
- The max time parameter specifies the maximum time to actbusy. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC(s) act busy until disturbed.
- The $customactivityorsequence parameter specifies the name of a custom activity, prepended by a "$", that the NPC(s) will preform while navigating to the node, e.g.
$ACT_RUNwill make the NPC(s) run to the node. Sequence names can be used instead of activities.
- Force an specified NPC to act busy. If there are multiple NPCs with the same name, only one will be ordered.
- Force an NPC to find an NPC exit point (
HINT_NPC_EXIT_POINThintnode) and vanish. Supports wildcards.
- Alters the Search Range for Busy Hints keyvalue for all actors.
- Make the goal active if it wasn't already. NPCs will begin taking orders.
- Make goal inactive.
- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- Fired when the queue moves up. This output automatically puts the number of NPCs remaining in the queue into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when an NPC goes to the Exit Node. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when an NPC is at Node 1. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when an NPC targeted by this entity starts an ActBusy animation sequence. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when an NPC targeted by this entity finishes an ActBusy animation sequence. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when an NPC targeted by this goal, ordered by the
ForceThisNPCToLeaveinput, finishes its forced leave. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when the NPC loses sight of the Sight Entity. This output automatically puts the targetname of the NPC into the parameter box for inputs, if the mapper does not override the parameter with something else.
- Fired when this NPC leaves their ActBusy because they saw an enemy. This output automatically puts the targetname of the NPC (that left the actbusy, not the enemy) into the parameter box for inputs, if the mapper does not override the parameter with something else.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- Actbusy Queues - Description of the Actbusy queue system.