ai_script_conditions

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ai_script_conditions is a point entity available in all Source games. 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.

Note:Distances do account for crouching. A proximity condition that is fulfilled while not crouching might be unfulfilled while crouching.
Note:notarget will affect LOS conditions.

Not available in <Left 4 Dead> <Left 4 Dead 2>.

In code, it is represented by class CAI_ScriptConditions, defined in ai_scriptconditions.cpp.

ConVars/Commands

ConVar/CommandParameters or default valueDescriptorEffect
ai_debugscriptconditions00 disables, 1 enablesPrints to the console what conditions need to be met, when conditions are satisfied, etc. Requires developer 1.

Flags

Keyvalues

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

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).

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.

Inputs

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

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 than Kill.
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 to FireUser4
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> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
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.

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.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.