Cleanup is going to take awhile, so the site is back up but editing has been disabled.

Ai goal actbusy

From HalfLife 2 Knowledge Base

Jump to: navigation, search

Contents

ai_goal_actbusy

Half-Life 2 Point Entity


description

AI Goal Act Busy


properties

  • Actor(s) to affect actor(target_name_or_class)
    NPC's that should act busy
  • Start Active StartActive(choices)
    • 0 - No
    • 1 - Yes
  • Search Type SearchType(choices) - default: How to search for the entities using the targetname.
    • 0 - Entity Name
    • 1 - Classname
  • Search Range for Busy Hints busysearchrange(float) - default: 2048
  • Visible Busy Hints Only visibleonly(choices)
    • 0 - No
    • 1 - Yes


spawn flags

none.


inputs

  • Kill(void)
    Removes this entity from the world.
  • KillHierarchy(void)
    Removes this entity and all its children from the world.
  • AddOutput(string)
    Adds an entity I/O connection to this entity. Format
  • FireUser1(void)
    Causes this entity's OnUser1 output to be fired.
  • FireUser2(void)
    Causes this entity's OnUser2 output to be fired.
  • FireUser3(void)
    Causes this entity's OnUser3 output to be fired.
  • FireUser4(void)
    Causes this entity's OnUser4 output to be fired.
  • Activate(void)
    Begin acting busy
  • Deactivate(void)
    Cease acting busy
  • SetBusySearchRange(float)
    Update the busy search range for all actors.
  • ForceNPCToActBusy(string)
    Force an NPC to act busy. Takes parameters, separated by spaces
  • ForceThisNPCToActBusy(string)
    Force an NPC outputted from another entity to act busy. (only usable from an output that specifies an entity)
  • ForceThisNPCToLeave(string)
    Force an NPC outputted from another entity to find a HINT_NPC_EXIT_POINT hintnode and vanish.

outputs

  • OnUser1(void)
    Fired in response to FireUser1 input.
  • OnUser2(void)
    Fired in response to FireUser2 input.
  • OnUser3(void)
    Fired in response to FireUser3 input.
  • OnUser4(void)
    Fired in response to FireUser4 input.
  • OnNPCStartedBusy(string)
    Fired when an NPC targeted by this goal starts an ActBusy animation.
  • OnNPCFinishedBusy(string)
    Fired when an NPC targeted by this goal finishes an ActBusy.
  • OnNPCLeft(string)
    Fired when an NPC target by this goal finishes a forced Leave.

related tutorials

Submit your tutorial for ai_goal_actbusy

Personal tools