ai_script_conditions
Class hierarchy |
---|
CAI_ScriptConditions |
ai_scriptconditions.cpp
|
ai_script_conditions
is a point entity available in all Source games except Left 4 Dead series.
It allows a mapper to define a list of conditions relating to the player, an NPC, and an optional target, that trigger events when the conditions are fulfilled.
Fired only once, automatically, when the condition is first fulfilled, then disables itself. Use Enable
inputs to recheck conditions.
An example of its use is on d2_coast_03
. When Odessa holds out the rocket launcher for Gordon to grab, an ai_script_conditions
is used to tell how close the player is to Odessa. When the player is within a very small range, Odessa drops the weapon. 99% percent of the time, the player will be close enough that they will then automatically pick up the weapon_rpg
.
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
ai_debugscriptconditions | 0 | 0 disables, 1 enables | Prints to the console what conditions need to be met, when conditions are satisfied, etc. Requires developer 1 . |
Flags
Fire outputs with the Actor as !activator : [1]
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
- Actor
(Actor)
<targetname> - NPC we should be concerned with.
- Minimum State
(MinimumState)
<choices> - Minimum state of selected target NPC - if for example alert is set, while idle it will do nothing.
- 1: Idle
- 2: Alert
- 3: Combat
- Maximum State
(MaximumState)
<choices> - Maximum state of selected target NPC - if for example alert is set, while combat it will do nothing.
- 1: Idle
- 2: Alert
- 3: Combat
- Actor is running a script?
(ScriptStatus)
<choices> - Is NPC running a script?[Clarify]
- 1: No
- 2: Yes
- 3: Don`t care
- Required Time
(RequiredTime)
<float> - Duration of time that all the conditions must be true for the entity to consider them fulfilled.
- 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. (If you don't specify a Maximum timeout, conditions will time out at exactly Minimum Time Out. If you DO specify a Maximum time out, timeout will occur randomly between Minimum and Maximum time out values.) - Actor see Player
(ActorSeePlayer)
<choices> - Select if actor has to have LOS to player
- 1: No
- 2: Yes
- 3: Don`t care
- Player distance
(PlayerActorProximity)
<float> - The distance the player must or 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 in this view cone.
- Player FOV to actor is a true view cone
(PlayerActorFOVTrueCone)
<choices> - Player's view cone is evaluated as a true cone, not pie slice.
- 1: No - Tall pie slice (Ignores the Z position of things being looked at. Could potentially include objects directly above or below the player even if player can't see them on the screen.)
- 2: Yes - True view cone (See objects by an actual cone)
- Player has LOS to Actor
(PlayerActorLOS)
<choices> - Checks that the player has clear Line of Sight to the Actor.
- 1: No
- 2: Yes
- 3: Don't care
- Target
(target)
<targetname> - Optional third entity to include in conditions.
- Actor Sees Target
(ActorSeeTarget)
<choices> - NPC can see the target
- 1: No
- 2: Yes
- 3: Don`t care
- Target distance
(ActorTargetProximity)
<float> - The distance the actor must or must not be to the Target. Negative values for NOT, 0 for ignore.
- Player distance from Target
(PlayerTargetProximity)
<float> - The distance the player must or 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
- Player FOV to target is a true view cone
(PlayerTargetFOVTrueCone)
<choices> - Player's view cone is evaluated as a true cone, not pie slice.
- 1: No - Tall pie slice (Ignores the Z position of things being looked at. Could potentially include objects directly above or below the player even if player can't see them on the screen.)
- 2: Yes - True view cone (See objects by an actual cone)
- Player has LOS to Target
(PlayerTargetLOS)
<choices> - Checks that the player has clear Line of Sight to the Target.
- 1: No
- 2: Yes
- 3: Don`t care
- Player blocking Actor
(PlayerBlockingActor)
<choices> - Checks that the player is blocking the Actor's path.
- 1: No
- 2: Yes
- 3: Don`t care
- Actor in Player`s PVS
(ActorInPVS)
<choices> - Checks that the actor is in the player's PVS
- 1: No
- 2: Yes
- 3: Don`t care
- Actor in Vehicle
(ActorInVehicle)
<choices> - Checks if actor is in a vehicle.
- 1: No
- 2: Yes
- 3: Don`t care
- Player in Vehicle
(PlayerInVehicle)
<choices> - Checks if player is in a vehicle.
- 1: No
- 2: Yes
- 3: Don`t care
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
Inputs
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
OnConditionsSatisfied
- Fired when AI conditions are satisfied.
OnConditionsTimeout
- Fired when AI conditions timed out.
NoValidActors
- Fired if/when there are no matching actors in the map.