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Aiscripted schedule

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aiscripted_schedule

Half-Life 2 Point Entity


description

Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a scripted_sequence does


properties

  • Name targetname(target_source)
    The name that other entities refer to this entity by.
  • Target NPC m_iszEntity(target_destination)
    The name or classname of an NPC to use.
  • Search Radius (0=everywhere) m_flRadius(integer) - default: 0
    Radius to search within for an NPC to use. 0 searches everywhere.
  • All in radius graball(choices) - default: Whether to grab all matching NPCs in the specified radius, instead of just one
    • 0 - No
    • 1 - Yes
  • AI state to set forcestate(choices)
    • 0 - <None>
    • 1 - Set state to IDLE
    • 2 - Set state to ALERT
    • 3 - Set state to COMBAT
  • Schedule to run schedule(choices)
    1
    • 0 - <None>
    • 1 - Walk to Goal Entity
    • 2 - Run to Goal Entity
    • 3 - Set enemy to Goal Entity
    • 4 - Walk Goal Path
    • 5 - Run Goal Path
    • 6 - Set enemy to Goal Entity AND Run to Goal Entity
  • Interruptability interruptability(choices)
    • 0 - General
    • 1 - Damage or Death
    • 2 - Death
  • Goal entity goalent(target_destination)
    Provides the name of a schedule-specific goal entity (see 'Schedule to run')


spawn flags

  • 4: Repeatable - default: OFF
  • 1024: Search Cyclically - default: OFF
  • 2048: Don't Complain - default: OFF


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.
  • StartSchedule(void)
    Starts the scripted schedule. This will first locate an NPC that matches the given target, then tell the NPC to run the specified schedule.

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.


related tutorials

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