Difference between revisions of "Ai script conditions"
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Revision as of 20:27, 3 July 2005
AI Script Conditions
Name targetname <target_source> The name that other entities refer to this entity by.
Actor Actor <target_destination> NPC Target
Start Disabled StartDisabled <choices>
Minimum state MinimumState <choices>
Maximum state MaximumState <choices>
Actor is running a script? ScriptStatus <choices>
Required Time RequiredTime <float> Duration of time that all the conditions must be true
Minimum time out MinTimeout <float> Minimum time before OnConditionsTimeout is fired. 0 = never expire
Maximum time out MaxTimeout <float> Maximum time before OnConditionsTimeout is fired. 0 = ignore
Actor Sees Player ActorSeePlayer <choices>
Player distance PlayerActorProximity <float> The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.
Player FOV for Actor PlayerActorFOV <float> Specify angle of view cone in degrees. Negative value = NOT
Play FOV to Actor is a true view cone PlayerActorFOVTrueCone <choices> Player's view cone is evaluated as a true cone, not pie slice
Player has LOS to Actor PlayerActorLOS <choices> Checks that the player has clear Line of Sight to the Actor
Target (Optional) target <target_destination> Optional entity to include in conditions
Actor Sees Target ActorSeeTarget <choices>
Target distance ActorTargetProximity <float> The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.
Player distance from Target PlayerTargetProximity <float> The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.
Player FOV for Target PlayerTargetFOV <float> Specify angle of view cone in degrees. Negative value = NOT
Play FOV to Target is a true view cone PlayerTargetFOVTrueCone <choices> Player's view cone is evaluated as a true cone, not pie slice
Player has LOS to Target PlayerTargetLOS <choices> Checks that the player has clear Line of Sight to the Target
Player blocking Actor PlayerBlockingActor <choices> Checks that the player is blocking the Actor's path
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.
Enable Enable this entity
Disable Disable this entity
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.
OnConditionsSatisfied Fires when AI conditions satisfied
OnConditionsTimeout Fires when AI conditions timed out