ai_goal_operator
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Class hierarchy |
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CAI_OperatorGoal |
ai_behavior_operator.cpp |
ai_goal_operator
is a point entity available in Half-Life 2 series.
It indicates items in the world that some NPCs may operate upon.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
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]
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.