ai_goal_operator
ai_goal_operator
is a point entity available in the Half-Life 2 series. It indicates items in the world that some NPCs may operate upon.
This entity is also in the code for . Its functionality is not guaranteed.
In code, it is represented by class
CAI_OperatorGoal
, defined in ai_behavior_operator.cpp
.
Keyvalues
- Position entity (target)
<targetname>
- Name of the entity that the NPC should move to in order to perform the operation.
- Context target (contexttarget)
<targetname>
- (Optional) Name of an entity that the operator will use within context.
- Initial State (state)
<choices>
- How the operated entity starts.
- 1: Not ready (closed, locked, etc)
- 2: Ready (open and accessible)
- How should NPC approach? (moveto)
<choices>
Confirm:Not implemented?
- 0: Don't approach
- 1: Walk
- 2: Run
AI_GoalEntity:
- Actor(s) to affect (actor)
<target_name_or_class>
- The targetname or classname of any NPCs that will be included in this goal. Wildcards are supported.
- Search Type (SearchType)
<choices>
- What the Actor(s) to affect keyvalue targets by.
- 0: Entity Name
- 1: Classname
- Start Active (StartActive)
<boolean>
- Set if goal should be active immediately.
Base:
- Classname
(classname)
<string>
- 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)
<string>
- The name that other entities refer to this entity by.
- Global Entity Name
(globalname)
<string>
- 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)
<targetname>
- 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_constraint
can be used as a workaround to parenting. - Origin (X Y Z)
(origin)
<coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle>
- 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)
<integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
(ResponseContext)
<string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered. - Effects
(effects)
<integer>
!FGD - Combination of effect flags to use.
- Local Time
(ltime)
<float>
!FGD - The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
(nextthink)
<float>
!FGD - Amount of time before the entity thinks again.
- Hammer ID
(hammerid)
<integer>
!FGD - 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.
Inputs
SetStateReady
- Set the object's state to Ready. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction.
SetStateFinished
- Fire this input when the NPC has completed the interaction with this object.
AI_GoalEntity:
Activate
- Make the goal active if it wasn't already. NPCs will begin taking orders.
Deactivate
- Make goal inactive.
UpdateActors
!FGD- Tell the goal entity to re-check Actor(s) to affect in case any disappeared, or any new NPCs spawned.[confirm]
Base:
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
. SetParent
<string>
- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>
- 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.
SetParentAttachmentMaintainOffset
<string>
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput
<string>
- Evaluates a keyvalue/output on this entity.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1
toFireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs. Use
!FGD- 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. DispatchEffect
<string>
(removed in) !FGD
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since
.
DispatchResponse
<string>
!FGD- Dispatches a response to the entity. See Response and Concept.
AddContext
<string>
- Adds to the entity's list of response contexts. Format is
<key>:<value>
. RemoveContext
<string>
- Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext
<string>
- Removes all contexts from this entity's list.
Outputs
OnBeginApproach
- Fired when the NPC begins to approach the position.
OnMakeReady
- Fired when the item is ready to operate.
OnBeginOperating
- Fired when the NPC is ready to operate.
OnFinished
- Fired when
SetStateFinished
is sent to the entity.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.