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