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ai_script_conditions

Point Entity

AI Script Conditions

Keyvalues

  • Actor (Actor) <TargetDestination>
    NPC Target

  • Start Disabled (StartDisabled) <Boolean>

  • Minimum state (MinimumState) <Choices>

    • Idle
    • Alert
    • Combat
  • Maximum state (MaximumState) <Choices>

    • Idle
    • Alert
    • Combat
  • Actor is running a script? (ScriptStatus) <Choices>

    • No
    • Yes
    • Don't care
  • Required Time (RequiredTime) <Float>
    Duration of time that all the conditions must be true

  • Minimum time out (MinTimeout) <Float>
    Minimum time before OnConditionsTimeout is fired. 0 = never expire.

  • Maximum time out (MaxTimeout) <Float>
    Maximum time before OnConditionsTimeout is fired. 0 = ignore (If you don't specify a Maximum timeout, conditions will time out at exactly Minimum Time Out. If you DO specify a Maximum time out, timeout will occur randomly between Minimum and Maximum time out values.)

  • Actor Sees Player (ActorSeePlayer) <Choices>

    • No
    • Yes
    • Don't care
  • Player distance (PlayerActorProximity) <Float>
    The distance the player must/must not be to the actor. Negative values for NOT, 0 for ignore.

  • **Player FOV for Actor ** (PlayerActorFOV) <Float>
    Specify angle of view cone in degrees. Negative value = NOT

  • Play FOV to Actor is a true view cone (PlayerActorFOVTrueCone) <Choices>
    Player's view cone is evaluated as a true cone, not pie slice

    • No - Tall pie slice
    • Yes - True view cone
  • Player has LOS to Actor (PlayerActorLOS) <Choices>
    Checks that the player has clear Line of Sight to the Actor

    • No
    • Yes
    • Don't care
  • Target (Optional) (target) <TargetDestination>
    Optional entity to include in conditions

  • Actor Sees Target (ActorSeeTarget) <Choices>

    • No
    • Yes
    • Don't care
  • Target distance (ActorTargetProximity) <Float>
    The distance the actor must/must not be to the Target. Negative values for NOT, 0 for ignore.

  • Player distance from Target (PlayerTargetProximity) <Float>
    The distance the player must/must not be to the Target. Negative values for NOT, 0 for ignore.

  • Player FOV for Target (PlayerTargetFOV) <Float>
    Specify angle of view cone in degrees. Negative value = NOT

  • Play FOV to Target is a true view cone (PlayerTargetFOVTrueCone) <Choices>
    Player's view cone is evaluated as a true cone, not pie slice

    • No - Tall pie slice
    • Yes - True view cone
  • Player has LOS to Target (PlayerTargetLOS) <Choices>
    Checks that the player has clear Line of Sight to the Target

    • No
    • Yes
    • Don't care
  • Player blocking Actor (PlayerBlockingActor) <Choices>
    Checks that the player is blocking the Actor's path

    • No
    • Yes
    • Don't care
  • Actor in Player's PVS (ActorInPVS) <Choices>
    Checks that the actor is in the player's PVS

    • No
    • Yes
    • Don't care
  • Actor in a vehicle (ActorInVehicle) <Choices>
    Checks the actor's state in a vehicle

    • No
    • Yes
    • Don't care
  • Player in a vehicle (PlayerInVehicle) <Choices>
    Checks the player's state in a vehicle

    • No
    • Yes
    • Don't care
  • Spawnflags (spawnflags) <Flags>

    • Fire outputs with the Actor as Activator

Inputs

  • Enable <Void>
    Enable this entity

  • Disable <Void>
    Disable this entity

Outputs

  • OnConditionsSatisfied <Void>
    Fires when AI conditions satisfied

  • OnConditionsTimeout <Void>
    Fires when AI conditions timed out

  • NoValidActor <Void>
    Fires if/when there are no matching actors in the map.