Talk:Aiscripted schedule

From Valve Developer Community
Jump to: navigation, search

I'd really like to know what the flags of this entity stands for - especially "Search Cyclically". --Andreasen 16:06, 9 Sep 2006 (PDT)

Thank you so much, ts2do. I always thought "Don't complain" had to mean that the NPC wouldn't play any extra spotting sounds or something. --Andreasen 16:23, 9 Sep 2006 (PDT)

That's my job...helping people the best I can—ts2do 16:31, 9 Sep 2006 (PDT)

By the way, what entity list do you mean? I haven't seen any lists around this entity. If this has something to do with numbering targets, path_corners or npcs, please explain exactly what too, thanks. --Andreasen 16:57, 9 Sep 2006 (PDT)

Translated from french:

  • "Flags Repeatable = If this way can be repeté
  • Search Cyclically = If several npcs is chosen, that they begin the way with cycles
  • Don' T Complain: Lime pit not
For declencher the way of the npc, the output is Start Schedule. The npc will go then where you want that it goes."
...so from what I can gather, then if you take 5 NPCs, and name them all "Curt", then tell 'em five times to go to the first path corner, then they will go one at a time each time, instead of all at once five times.--Andreasen 17:16, 9 Sep 2006 (PDT)

Entity list refers to the run-time entity list—ts2do 20:18, 9 Sep 2006 (PDT)

What's a run-time entity list?? --Andreasen 20:29, 9 Sep 2006 (PDT)

In the code...entities are kept in a linked list—ts2do 21:48, 9 Sep 2006 (PDT)

Yes, obviously, but can you tell me what effects this has? How can I explain this any clearer? If I wanted to... What...? Ahh, I give up. What you've just explained can be that it fetches the first entity in the list - a func_door - and later it fetches a point_spotlight, and then an ambient_generic, all unnamed entities in this giant list of the entities of the whole map, and let them all be the targets to walk to, or be the target that walk against the goal. You are not being specific at all. I can't see any practical use. --Andreasen 22:04, 9 Sep 2006 (PDT)

rather than starting at entity 0 and going up each search, it starts at the previously used one, so instead of ending up with the same NPC again if you're having a problem with that, you end up with a new one—ts2do 22:12, 9 Sep 2006 (PDT)

Aha, so this is about NPCs. Is this NPCs in general, across the entire map, or NPCs named as m_iszEntity (the target NPC) or found within the radius? I think I might have a guess at its function now: If several target entities qualifies as the entity to use, the schedule will select the next entity in the list of them, instead of the first one found, so that it cycles through every alternative of them. --Andreasen 09:43, 10 Sep 2006 (PDT)

It applies to all NPCs that fit the specified params—ts2do 13:02, 10 Sep 2006 (PDT)