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aiscripted_schedule

aiscripted_schedule icon

Point Entity

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

Keyvalues

  • Target NPC (m_iszEntity) <TargetDestination>
    The name or classname of an NPC to use.

  • Search Radius (0=everywhere) (m_flRadius) <Integer>
    Radius to search within for an NPC to use. 0 searches everywhere.

  • All in radius (graball) <Boolean>
    Whether to grab all matching NPCs in the specified radius, instead of just one

  • Spawnflags (spawnflags) <Flags>

    • Repeatable
    • Search Cyclically
    • Don't Complain
  • AI state to set (forcestate) <Choices>

    • None
    • Set state to IDLE
    • Set state to ALERT
    • Set state to COMBAT
  • Schedule to run (schedule) <Choices>

    • None
    • Walk to Goal Entity
    • Run to Goal Entity
    • Set enemy to Goal Entity
    • Walk Goal Path
    • Run Goal Path
    • Set enemy to Goal Entity AND Run to Goal Entity
    • Set enemy to Goal Entity AND Walk to Goal Entity
  • Interruptability (interruptability) <Choices>

    • General
    • Damage or Death
    • Death
    • Combat
  • Reacquire after break (resilient) <Boolean>
    If set on a walk/run schedule, once the NPC returns to idling, it'll resume the walk/run until reaching the target, even if it previously broke out of the schedule due to the Interruptability choices.

  • Goal entity (goalent) <TargetDestination>
    Provides the name of a schedule-specific goal entity (see 'Schedule to run')

Inputs

  • 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.

  • StopSchedule <Void>
    Stops the scripted schedule. Will attempt to stop any NPC that appears to be running this scripted schedule.