From Valve Developer Community
Revision as of 00:38, 26 February 2015 by Maki (Added "StopSchedule" input, which is !FGD, but exists in the Valve Github code and appears to work.)
aiscripted_scheduleis a point entity available in all Source games. It issues a command to an NPC without suppressing its normal AI routines.
- scripted_sequence (for seizing complete control of the entity)
- Assaults (for combat)
- npc_citizen_fleeing - A prefab that demonstrates scheduled behavior.
- Target NPC
- The name or classname of an NPC to command.
- Search Radius (0=everywhere)
- Radius to search within for an NPC to command.
- All in radius
- Whether to grab all matching NPCs in the specified radius, or just the first one found.
- AI state to set
- Overrides the NPC's current alertness state.
- Schedule to run
- Which AI schedule to run.
- Walk to Goal Entity
- Run to Goal Entity
- Set enemy to Goal Entity
- Walk Goal Path
- Run Goal Path
- Set enemy to Goal Entity AND Run to Goal Entity
- What can cause the NPC to give up on this schedule?
- Damage or Death
- Goal entity
- Provides the name of a goal entity, used by some schedules.
- Entity Scripts
- 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
- 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. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- 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.
- 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>
- Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule.
- Tells NPC targets to stop running this schedule.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
- 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.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.