Difference between revisions of "Aiscripted schedule"
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* Actually always make sure that you have enough nodes and they just sligtly a bit under ground, so npc won't fall underneath. If you have not enough, you can get error like <code>"Bogus Route Move Type"</code> in -dev mode or just standing npc's, [[path_corner]] doesn't require [[info_node]], but when y missing them, it can cause serious problems in real in game situations. | * Actually always make sure that you have enough nodes and they just sligtly a bit under ground, so npc won't fall underneath. If you have not enough, you can get error like <code>"Bogus Route Move Type"</code> in -dev mode or just standing npc's, [[path_corner]] doesn't require [[info_node]], but when y missing them, it can cause serious problems in real in game situations. | ||
* Always make sure that first path to which ai should schedule his move is in 576 units range, otherwise it won't work. | * Always make sure that first path to which ai should schedule his move is in 576 units range, otherwise it won't work. | ||
− | * Quite common mistake when in <code>aiscripted_schedule</code> keyvalue <code>Schedule to run</code> | + | * Quite common mistake is when in <code>aiscripted_schedule</code> keyvalue <code>Schedule to run</code> not changed from <code>Walk/Run to Goal Entity</code> to <code>Walk/Run Goal Path</code>. Always make sure you did it. |
==See also== | ==See also== |
Revision as of 19:45, 7 December 2019
Contents
aiscripted_schedule
is a point entity available in all Source games. It issues a command to an NPC without suppressing its normal AI routines.
In code, it is represented by class
CAI_ScriptedSchedule
, defined in scripted.cpp
.
Flags
- 4: Repeatable
- 1024: Search Cyclically - If the target parameters can apply to more than one entity, the aiscripted_schedule will normally select one of these targets to affect at random each time it is triggered. Checking this flag will instead make it cycle through a list of them, affecting all the entities in order as it is triggered. This is useful for making sure that every member of the group will eventually be affected, especially when targeting the schedule to affect multiple spawns.
- 2048: Don't Complain - the following messages will be suppressed:
Found <entity>, but can't play!
ScheduledMoveToGoalEntity to goal entity <entity> failed, can't execute script <this>
ScheduledFollowPath to goal entity <entity> failed, can't execute script <this>
Keyvalues
- Target NPC (m_iszEntity)
<targetname>
- The name or classname of an NPC to command.
- Search Radius (0=everywhere) (m_flRadius)
<float>
- Radius to search within for an NPC to command.
- All in radius (graball)
<boolean>
- Whether to grab all matching NPCs in the specified radius, or just the first one found.
- AI state to set (forcestate)
<choices>
- Overrides the NPC's current alertness state.
- 0: <None>
- 1: Idle
- 2: Alert
- 3: Combat
- Schedule to run (schedule)
<choices>
- Which AI schedule to run.
- 0: <None>
- 1: Walk to Goal Entity (see below)
- 2: Run to Goal Entity
- 3: Set enemy to Goal Entity
- 4: Walk Goal Path
- 5: Run Goal Path
- 6: Set enemy to Goal Entity AND Run to Goal Entity
- Interruptability (interruptability)
<choices>
- What can cause the NPC to give up on this schedule?
- 0: General
- 1: Damage or Death
- 2: Death
- Goal entity (goalent)
<targetname>
- Provides the name of a goal entity, used by some schedules.
Placement Tip: You can use the schedule entity itself as the goal entity.
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. - Disable for Xbox 360
(disableX360)
<boolean>
(in all games since) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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>
(in all games since)
- 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>
(in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean>
(in all games since) !FGD
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Inputs
StartSchedule
- Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule.
StopSchedule
!FGD- Tells NPC targets to stop running this schedule.
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.
RunScriptFile
<script>
(in all games since)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string>
(in all games since)
- 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.
CallScriptFunction
<string>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin
<coordinates>
(in all games since) !FGD
- 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.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
Tips
- If you using it for striders, make sure that you placed info_node_air_hint and selected type:
Strider node
, otherwise it won't work. For striders nodes should be in air and under path_corner to make it work. - Actually always make sure that you have enough nodes and they just sligtly a bit under ground, so npc won't fall underneath. If you have not enough, you can get error like
"Bogus Route Move Type"
in -dev mode or just standing npc's, path_corner doesn't require info_node, but when y missing them, it can cause serious problems in real in game situations. - Always make sure that first path to which ai should schedule his move is in 576 units range, otherwise it won't work.
- Quite common mistake is when in
aiscripted_schedule
keyvalueSchedule to run
not changed fromWalk/Run to Goal Entity
toWalk/Run Goal Path
. Always make sure you did it.
See also
scripted_sequence
(for seizing complete control of the NPC)- Assaults (for combat)
- npc_citizen_fleeing - A prefab that demonstrates scheduled behavior.