Currently supported Path Entities: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Angua (talk | contribs)
Line 16: Line 16:
* '''path_show''' (starts rendering the AI)
* '''path_show''' (starts rendering the AI)
* '''path_attack''' (Used to script AI attacking a particular enemy, for scripted sequences I guess. AI will continue on to the next path entity if it kills the enemy)
* '''path_attack''' (Used to script AI attacking a particular enemy, for scripted sequences I guess. AI will continue on to the next path entity if it kills the enemy)
* '''path_interact''' This lets the AI interact with an entity (for example a button) in a similar way to frobbing. This will only work for buttons etc, but not for inventory items and moevables. The AI will stop and look at the entiy while interacting, but not walk to it, so a path_corner next to the entity is required.


For more information, see the editor usage tab for each of these entities.
For more information, see the editor usage tab for each of these entities.

Revision as of 10:58, 9 May 2008

Originally written by Ishtvan on http://forums.thedarkmod.com/topic/3006

Path entities are how you set up AI patrols, AI's turning in place, AI's waiting at a particular point for a while before moving on, AI's randomly switching between two patrol routes, and all combinations of those things.

The following path_* entities should work, but have not been extensively tested:

Supported

  • path_corner (this one's been tested)
  • path_anim (plays an anim once when the AI gets to this point in space, then goes on to the next path entity when the anim is done playing)
  • path_cycleanim (stays in place and loops an anim, either for a specified amount of time or until triggered)
  • path_lookat (for the next wait seconds, turn head to look at the entity given by the focus spawnarg (defaults to looking at the path_lookat entity itself). Immediately keep moving to next path_* in sequence.)
  • path_turn (turns in place)
  • path_wait ( waits, standing completely motionless at a given place for a given amount of time, then moves to next path_* ) - (tested OK - Fidcal)
  • path_waitfortrigger ( waits at a given place until triggered, then moves to next path_* )
  • path_hide (deactivates and stops rendering the AI)
  • path_show (starts rendering the AI)
  • path_attack (Used to script AI attacking a particular enemy, for scripted sequences I guess. AI will continue on to the next path entity if it kills the enemy)
  • path_interact This lets the AI interact with an entity (for example a button) in a similar way to frobbing. This will only work for buttons etc, but not for inventory items and moevables. The AI will stop and look at the entiy while interacting, but not walk to it, so a path_corner next to the entity is required.

For more information, see the editor usage tab for each of these entities.

Not yet supported

  • void path_conversation_listen();
  • void path_conversation();
  • void path_headanim();
  • void path_talk();
  • void path_talk_triggered();
  • void path_talk_primary();
  • void path_talk_secondary();
  • void path_waitforheadanim();
  • void path_jump();
  • path_default (not sure if this was even meant to be used)
  • path_sentry_* These only apply to D3 sentry robots, so there's no reason these should be on DarkMod AI. (Maybe we can use some them though if they're useful for certain AI behaviors, like telling characters when to lead the player and when to leave the player behind)