Aiscripted schedule

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Revision as of 20:28, 3 July 2005 by Sgtsanity (talk | contribs) (add AI category)
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aiscripted_schedule

Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a scripted_sequence does

KEYS

Name targetname <target_source> The name that other entities refer to this entity by.

Target NPC m_iszEntity <target_destination> The name or classname of an NPC to use.

Search Radius (0=everywhere) m_flRadius <integer> Radius to search within for an NPC to use. 0 searches everywhere.

All in radius graball <choices> Whether to grab all matching NPCs in the specified radius, instead of just one

spawnflags spawnflags <flags>

AI state to set forcestate <choices>

Schedule to run schedule <choices>

Interruptability interruptability <choices>

Goal entity goalent <target_destination> Provides the name of a schedule-specific goal entity (see 'Schedule to run')


INPUTS

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.

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.


OUTPUTS

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.