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 (
4) - Search Cyclically (
1024) - Don't Complain (
2048)
- Repeatable (
-
AI state to set (
forcestate) <Choices>- None (
0) - Set state to IDLE (
1) - Set state to ALERT (
2) - Set state to COMBAT (
3)
- None (
-
Schedule to run (
schedule) <Choices>- None (
0) - Walk to Goal Entity (
1) - Run to Goal Entity (
2) - Set enemy to Goal Entity (
3) - Walk Goal Path (
4) - Run Goal Path (
5) - Set enemy to Goal Entity AND Run to Goal Entity (
6) - Set enemy to Goal Entity AND Walk to Goal Entity (
7)
- None (
-
Interruptability (
interruptability) <Choices>- General (
0) - Damage or Death (
1) - Death (
2) - Combat (
3)
- General (
-
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 (
4) - Search Cyclically (
1024) - Don't Complain (
2048)
- Repeatable (
-
AI state to set (
forcestate) <Choices>- None (
0) - Set state to IDLE (
1) - Set state to ALERT (
2) - Set state to COMBAT (
3)
- None (
-
Schedule to run (
schedule) <Choices>- None (
0) - Walk to Goal Entity (
1) - Run to Goal Entity (
2) - Set enemy to Goal Entity (
3) - Walk Goal Path (
4) - Run Goal Path (
5) - Set enemy to Goal Entity AND Run to Goal Entity (
6) - Set enemy to Goal Entity AND Walk to Goal Entity (
7)
- None (
-
Interruptability (
interruptability) <Choices>- General (
0) - Damage or Death (
1) - Death (
2) - Combat (
3)
- General (
-
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.