ai_goal_actbusy_queue
- Half-Life: Alyx
- Steam VR
Point Entity
AI Goal Act Busy Queue
Keyvalues
-
Actor(s) to affect (
actor
) <TargetNameOrClass
>
NPC's that should act busy -
Start Active (
StartActive
) <Boolean
> -
Search Type (
SearchType
) <Choices
>
How to search for the entities using the targetname.- Entity Name
- Classname
-
Search Range for Busy Hints (
busysearchrange
) <Float
> -
Visible Busy Hints Only (
visibleonly
) <Boolean
> -
Exit Node (
node_exit
) <TargetDestination
>
The name of the node the first NPC in the queue should move to when he leaves the head of the queue. -
Node 1 (
node01
) <TargetDestination
>
The name of the first actbusy hint node in the queue. -
Node 2 (
node02
) <TargetDestination
>
The name of the second actbusy hint node in the queue. -
Node 3 (
node03
) <TargetDestination
>
The name of the third actbusy hint node in the queue. -
Node 4 (
node04
) <TargetDestination
>
The name of the fourth actbusy hint node in the queue. -
Node 5 (
node05
) <TargetDestination
>
The name of the fifth actbusy hint node in the queue. -
Node 6 (
node06
) <TargetDestination
>
The name of the sixth actbusy hint node in the queue. -
Node 7 (
node07
) <TargetDestination
>
The name of the seventh actbusy hint node in the queue. -
Node 8 (
node08
) <TargetDestination
>
The name of the eighth actbusy hint node in the queue. -
Node 9 (
node09
) <TargetDestination
>
The name of the ninth actbusy hint node in the queue. -
Node 10 (
node10
) <TargetDestination
>
The name of the tenth actbusy hint node in the queue. -
Node 11 (
node11
) <TargetDestination
>
The name of the eleventh actbusy hint node in the queue. -
Node 12 (
node12
) <TargetDestination
>
The name of the twelfth actbusy hint node in the queue. -
Node 13 (
node13
) <TargetDestination
>
The name of the thirteenth actbusy hint node in the queue. -
Node 14 (
node14
) <TargetDestination
>
The name of the fourteenth actbusy hint node in the queue. -
Node 15 (
node15
) <TargetDestination
>
The name of the fifteenth actbusy hint node in the queue. -
Node 16 (
node16
) <TargetDestination
>
The name of the sixteenth actbusy hint node in the queue. -
Node 17 (
node17
) <TargetDestination
>
The name of the seventeenth actbusy hint node in the queue. -
Node 18 (
node18
) <TargetDestination
>
The name of the eighteenth actbusy hint node in the queue. -
Node 19 (
node19
) <TargetDestination
>
The name of the nineteenth actbusy hint node in the queue. -
Node 20 (
node20
) <TargetDestination
>
The name of the twentieth actbusy hint node in the queue. -
Must Reach Front (
mustreachfront
) <Boolean
>
If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.
Inputs
-
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: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities. -
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. -
PlayerStartedBlocking <
Float
>
Tell the queue manager that the player has started blocking a spot in the queue. -
PlayerStoppedBlocking <
Float
>
Tell the queue manager that the player has stopped blocking a spot in the queue. -
MoveQueueUp <
Void
>
Force the queue to move up, sending the front-most NPC out of the queue.
Outputs
-
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. -
OnQueueMoved <
Float
>
Fired when the queue moves. Outputs the number of NPCs left in the queue. -
OnNPCStartedLeavingQueue <
String
>
Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC. -
OnNPCLeftQueue <
String
>
Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.
Point Entity
AI Goal Act Busy Queue
Keyvalues
-
Actor(s) to affect (
actor
) <TargetNameOrClass
>
NPC's that should act busy -
Start Active (
StartActive
) <Boolean
> -
Search Type (
SearchType
) <Choices
>
How to search for the entities using the targetname.- Entity Name
- Classname
-
Search Range for Busy Hints (
busysearchrange
) <Float
> -
Visible Busy Hints Only (
visibleonly
) <Boolean
> -
Exit Node (
node_exit
) <TargetDestination
>
The name of the node the first NPC in the queue should move to when he leaves the head of the queue. -
Node 1 (
node01
) <TargetDestination
>
The name of the first actbusy hint node in the queue. -
Node 2 (
node02
) <TargetDestination
>
The name of the second actbusy hint node in the queue. -
Node 3 (
node03
) <TargetDestination
>
The name of the third actbusy hint node in the queue. -
Node 4 (
node04
) <TargetDestination
>
The name of the fourth actbusy hint node in the queue. -
Node 5 (
node05
) <TargetDestination
>
The name of the fifth actbusy hint node in the queue. -
Node 6 (
node06
) <TargetDestination
>
The name of the sixth actbusy hint node in the queue. -
Node 7 (
node07
) <TargetDestination
>
The name of the seventh actbusy hint node in the queue. -
Node 8 (
node08
) <TargetDestination
>
The name of the eighth actbusy hint node in the queue. -
Node 9 (
node09
) <TargetDestination
>
The name of the ninth actbusy hint node in the queue. -
Node 10 (
node10
) <TargetDestination
>
The name of the tenth actbusy hint node in the queue. -
Node 11 (
node11
) <TargetDestination
>
The name of the eleventh actbusy hint node in the queue. -
Node 12 (
node12
) <TargetDestination
>
The name of the twelfth actbusy hint node in the queue. -
Node 13 (
node13
) <TargetDestination
>
The name of the thirteenth actbusy hint node in the queue. -
Node 14 (
node14
) <TargetDestination
>
The name of the fourteenth actbusy hint node in the queue. -
Node 15 (
node15
) <TargetDestination
>
The name of the fifteenth actbusy hint node in the queue. -
Node 16 (
node16
) <TargetDestination
>
The name of the sixteenth actbusy hint node in the queue. -
Node 17 (
node17
) <TargetDestination
>
The name of the seventeenth actbusy hint node in the queue. -
Node 18 (
node18
) <TargetDestination
>
The name of the eighteenth actbusy hint node in the queue. -
Node 19 (
node19
) <TargetDestination
>
The name of the nineteenth actbusy hint node in the queue. -
Node 20 (
node20
) <TargetDestination
>
The name of the twentieth actbusy hint node in the queue. -
Must Reach Front (
mustreachfront
) <Boolean
>
If true, NPCs much reach the front node in the queue before they're allowed to leave the queue.
Inputs
-
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: <Targetname> <hint node targetname> <optional:teleport> <optional:$customactivityorsequence> <maximum time to actbusy>. If no hint node targetname is specified, it'll search for a random one. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC act busy until disturbed. If the optional teleport parameter is specified, the NPC will teleport to the act busy point. A custom move animation can be specified by prepending $ to the name of it. i.e. $ACT_RUN will make the NPC Run. Sequence names can be used instead of activities. -
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. -
PlayerStartedBlocking <
Float
>
Tell the queue manager that the player has started blocking a spot in the queue. -
PlayerStoppedBlocking <
Float
>
Tell the queue manager that the player has stopped blocking a spot in the queue. -
MoveQueueUp <
Void
>
Force the queue to move up, sending the front-most NPC out of the queue.
Outputs
-
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. -
OnQueueMoved <
Float
>
Fired when the queue moves. Outputs the number of NPCs left in the queue. -
OnNPCStartedLeavingQueue <
String
>
Fired when the NPC at the head of the queue starts to leave. The activator is the NPC, and the string is the name of the NPC. -
OnNPCLeftQueue <
String
>
Fired when the NPC at the head of the queue leaves. The activator is the NPC, and the string is the name of the NPC.