ai_goal_operator
- Half-Life: Alyx
- Steam VR
Point Entity
Indicates items in the world that some NPCs may operate upon
Keyvalues
-
Actor to affect (
actor) <TargetNameOrClass>
NPC that should perform this operation -
Position entity (
target) <TargetDestination>
Name of the entity that the NPC should move to in order to perform the operation. -
Context target (
contexttarget) <TargetDestination>
(Optional) Name of an entity that the operator will use within context. -
Initial State (
state) <Choices>- Not ready (closed, locked, etc) (
0) - Ready (open and accessible) (
1)
- Not ready (closed, locked, etc) (
-
How should NPC approach? (
moveto) <Choices>- DO NOT USE THIS SETTING (
0) - Walk (
1) - Run (
2)
- DO NOT USE THIS SETTING (
Inputs
-
Activate <
Void>
Begin operating on the object -
SetStateReady <
Void>
Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction. -
SetStateFinished <
Void>
Fire this input when the NPC has completed the interaction with this object.
Outputs
-
OnBeginApproach <
Void>
Fired when the NPC begins to approach the position -
OnMakeReady <
Void>
Make the item ready to operate -
OnBeginOperating <
Void>
Fired when the NPC is ready to operate -
OnFinished <
Void>
The item is done
Point Entity
Indicates items in the world that some NPCs may operate upon
Keyvalues
-
Actor to affect (
actor) <TargetNameOrClass>
NPC that should perform this operation -
Position entity (
target) <TargetDestination>
Name of the entity that the NPC should move to in order to perform the operation. -
Context target (
contexttarget) <TargetDestination>
(Optional) Name of an entity that the operator will use within context. -
Initial State (
state) <Choices>- Not ready (closed, locked, etc) (
0) - Ready (open and accessible) (
1)
- Not ready (closed, locked, etc) (
-
How should NPC approach? (
moveto) <Choices>- DO NOT USE THIS SETTING (
0) - Walk (
1) - Run (
2)
- DO NOT USE THIS SETTING (
Inputs
-
Activate <
Void>
Begin operating on the object -
SetStateReady <
Void>
Set the object's state to READY. Fire this input when the object has been unlocked/opened or otherwise made ready for interaction. -
SetStateFinished <
Void>
Fire this input when the NPC has completed the interaction with this object.
Outputs
-
OnBeginApproach <
Void>
Fired when the NPC begins to approach the position -
OnMakeReady <
Void>
Make the item ready to operate -
OnBeginOperating <
Void>
Fired when the NPC is ready to operate -
OnFinished <
Void>
The item is done