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 (
1) - Alert (
2) - Combat (
3)
- Idle (
-
Maximum state (
MaximumState) <Choices>- Idle (
1) - Alert (
2) - Combat (
3)
- Idle (
-
Actor is running a script? (
ScriptStatus) <Choices>- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
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 (
0) - Yes (
1) - Don't care (
2)
- No (
-
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 (
0) - Yes - True view cone (
1)
- No - Tall pie slice (
-
Player has LOS to Actor (
PlayerActorLOS) <Choices>
Checks that the player has clear Line of Sight to the Actor- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Target (Optional) (
target) <TargetDestination>
Optional entity to include in conditions -
Actor Sees Target (
ActorSeeTarget) <Choices>- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
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 (
0) - Yes - True view cone (
1)
- No - Tall pie slice (
-
Player has LOS to Target (
PlayerTargetLOS) <Choices>
Checks that the player has clear Line of Sight to the Target- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Player blocking Actor (
PlayerBlockingActor) <Choices>
Checks that the player is blocking the Actor's path- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Actor in Player's PVS (
ActorInPVS) <Choices>
Checks that the actor is in the player's PVS- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Actor in a vehicle (
ActorInVehicle) <Choices>
Checks the actor's state in a vehicle- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Player in a vehicle (
PlayerInVehicle) <Choices>
Checks the player's state in a vehicle- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Spawnflags (
spawnflags) <Flags>- Fire outputs with the Actor as Activator (
1)
- 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 (
1) - Alert (
2) - Combat (
3)
- Idle (
-
Maximum state (
MaximumState) <Choices>- Idle (
1) - Alert (
2) - Combat (
3)
- Idle (
-
Actor is running a script? (
ScriptStatus) <Choices>- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
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 (
0) - Yes (
1) - Don't care (
2)
- No (
-
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 (
0) - Yes - True view cone (
1)
- No - Tall pie slice (
-
Player has LOS to Actor (
PlayerActorLOS) <Choices>
Checks that the player has clear Line of Sight to the Actor- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Target (Optional) (
target) <TargetDestination>
Optional entity to include in conditions -
Actor Sees Target (
ActorSeeTarget) <Choices>- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
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 (
0) - Yes - True view cone (
1)
- No - Tall pie slice (
-
Player has LOS to Target (
PlayerTargetLOS) <Choices>
Checks that the player has clear Line of Sight to the Target- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Player blocking Actor (
PlayerBlockingActor) <Choices>
Checks that the player is blocking the Actor's path- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Actor in Player's PVS (
ActorInPVS) <Choices>
Checks that the actor is in the player's PVS- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Actor in a vehicle (
ActorInVehicle) <Choices>
Checks the actor's state in a vehicle- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Player in a vehicle (
PlayerInVehicle) <Choices>
Checks the player's state in a vehicle- No (
0) - Yes (
1) - Don't care (
2)
- No (
-
Spawnflags (
spawnflags) <Flags>- Fire outputs with the Actor as Activator (
1)
- 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.