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ai_goal_actbusy_queue

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.