ai_script_conditions
- Half-Life: Alyx
- Steam VR
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.
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.