WiseNPC03: NPC Act busy with Sequence
This tutorial was originally created by wisemx. It was originally posted on SDKnuts.net.
In this tutorial we are going to transition from a scripted_sequence
directly into an ai_goal_actbusy
. This project is an extension of WiseNPC01. I started with that vmf and added the ai_goal_actbusy
, which will cause Alyx to kneel down. I used info_node
entities in this one rather than the more advanced info_node_hint
entities so the one info_node_hint
in this tutorial will stand out. Both of these are nodes for ground based NPC’s and serve the same basic purpose however info_node_hint
has many more features.
There are two series of sequences going on in this project:
- A sound is heard, Alyx runs across the screen, walks back then kneels down in front of a grave.
- A Nova Prospect soldier is pacing back-and-forth behind the grave.
I added an ai_relationship so Alyx and the Combine Soldier won’t fight.
- Subject: combine01 (Name of the Combine Soldier)
- Target: walking (Name of Alyx in this project)
- Disposition: Neutral
- Disposition Priority: 100
- Start Active: Yes
- Reciprocal: Yes
So we can get Alyx to kneel an ai_goal_actbusy
entity was added.
- Name: actbusy
- Actor to affect: walking
- Start Active: Yes
- Search Type: Entity Name
- Search range: 1200
- Visible Busy Hints Only: No
One info_node_hint
was placed under the last scripted_sequence
.
- Name: kneelhint
- Hint: World: Act Busy Hint
- Hint Activity: D1_C01a_Mary_kneel
- Node FOV: 360 Degrees
- Start Hint Disabled: No
- Ignore Facing: Yes
When Alyx gets to the last scripted_sequence
this Output is fired:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
OnEndSequence | actbusy | ForceThisNPCToActBusy | walking | 0.00 | No |
The npc_combine_s
pacing back-and-forth is done with two scripted_sequence
s. These Flags are checked on each of them: Repeatable, No Interruptions, Override AI.
The Target NPC for each of these is our npc_combine_s combine01
.
Move to Position is Walk for both.
These are the two Outputs that make it work:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
OnEndSequence | combiness02 | BeginSequence | 0.00 | No | ||
OnEndSequence | combiness01 | BeginSequence | 0.00 | No |
On map spawn our logic_auto
adds this Output to start the Soldier pacing:
My Output | Target Entity | Target Input | Parameter | Delay | Only Once | |
---|---|---|---|---|---|---|
OnMapSpawn | combiness01 | BeginSequence | 0.00 | No |
This project was simple to create but has a lot going on now. Compile it and have a look.